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		<title>Main Crew: An Animator&#8217;s Letter on Who Counts in Animation</title>
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		<dc:creator><![CDATA[Jared Kuvent]]></dc:creator>
		<pubDate>Tue, 16 Jun 2026 03:02:16 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[AI and animation]]></category>
		<category><![CDATA[AI ethics]]></category>
		<category><![CDATA[AI governance]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[animation history]]></category>
		<category><![CDATA[animation industry]]></category>
		<category><![CDATA[animation outsourcing]]></category>
		<category><![CDATA[Bardel]]></category>
		<category><![CDATA[Bria]]></category>
		<category><![CDATA[CatDog]]></category>
		<category><![CDATA[generative AI]]></category>
		<category><![CDATA[Losing Each Other]]></category>
		<category><![CDATA[Nickelodeon]]></category>
		<category><![CDATA[offshore animation]]></category>
		<category><![CDATA[Saerom]]></category>
		<category><![CDATA[Titmouse]]></category>
		<category><![CDATA[VFX]]></category>
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					<description><![CDATA[<p>When the next wave of AI in animation hits, whose names will we know? The US conversation has a number — 118,500 jobs at risk by 2026, built from a survey of 300 US executives. The global animation workforce is over a million people. Most of them are not in that number, the headlines, or the room where the next AI model is being designed. Essay 3 in Losing Each Other.</p>
<p>The post <a href="https://jaredkuvent.com/2026/06/16/main-crew-an-animators-letter-on-who-counts-in-animation/">Main Crew: An Animator&#8217;s Letter on Who Counts in Animation</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
]]></description>
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					<h2 class="elementor-heading-title elementor-size-default">Main Crew: An Animator's Letter on Who Counts in Animation</h2>				</div>
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									<h3>The lanyard</h3><p>I still have my Nickelodeon lanyard. It sits in a box at the back of a closet in Maine, with other things from those years that I keep meaning to do something with and never do — a McDonald&#8217;s Happy Meal toy of <em>El Tigre</em>, a foam sign of CatDog that used to hang above the main conference table at the studio, and a hat, really more of a visor, with a plush raccoon mascot from Lotte World fixed to the front.</p><p>The lanyard meant I worked there. The other things in the box are from a different kind of being-there — the kind where you went to a partner studio overseas, or worked with one, and something came back in a suitcase, and you kept it because it stood in for the relationship even when nothing inside the relationship was ever exactly named.</p><p>This essay is about the difference between the lanyard and the other things in the box.</p><h3 id="the-trips" class="atx">The trips</h3><p>My supervisor at Nick Digital was Ernest. Ernest went to Saerom in Seoul — the South Korean studio that animated <em>Hey Arnold!</em> after season one, and <em>CatDog</em>, and a long stretch of other Nickelodeon shows. He went there for work. There was tooling and pipeline work to handle between the New York office and the Seoul studio.</p><p>He came back with the hat from Lotte World, which I described to anyone who asked as <em>kind of like the Korean Disneyland.</em> I had never been there. I do not remember most of what he said about the trip. I remember he liked the food. The hat sat on my desk for years after he gave it to me, and people asked about it, and I told them where it was from, and we all went back to whatever we were doing.</p>								</div>
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									<p>A few years later — by then I had helped found Digital Operations, after a couple of years in Nick Digital — my colleague Kim went on the same kind of trip, to a partner studio in India that did CG pipeline and database work. She came back with a dupatta. I do not remember if she had bought it for herself or if it had been a gift. She said she had loved being there. She said the food was good.</p><p>Neither of those trips had a moment, that I can find, where something went visibly wrong. They were good trips. The partner studios were excellent hosts. The work got better afterwards. By any local measure, both visits were successes.</p><p>What I think about now, twenty years on, is the shape of how we talked about those studios when our colleagues were not on a trip there. I do not remember many conversations, in our part of the building, where an overseas animator was named individually. The reference was almost always the studio. <em>Saerom is on the next season. Bardel is doing the layout.</em> I am sure people in production, in schedules and reviews, knew individual names. From where I sat in Nick Digital, and later in Digital Operations, we talked about the studio. We did not talk about the people inside it. That is the shape this essay is for. It is the shape that decided the work, and the shape that is about to decide it again.</p><h2 id="where-this-sits" class="atx">Where this sits</h2><p>It is also the shape, I have come to think, that the rest of <em>Losing Each Other</em> has been circling without naming directly. The series got its name from a rupture — the way the AI argument has opened up new kinds of distance between artists and former friends, mentors and protégés, peers who used to agree on what was happening and now do not. That rupture was the first essay&#8217;s subject. The second essay took the argument itself head on: the artist coalition calling for an end to scraping, the ethical companies proposing alternatives, the precedents from earlier technological waves about what survives such moments and what does not. I argued there that the coalition is right about the harm and possibly wrong about the answer.</p><p>The first essay asked who was in the room. The second asked what we were doing inside our own room. This one asks who our room includes — and, therefore, who our room is deciding for.</p><p>Both essays were inside-the-room essays. They were written from within the US animation conversation, by someone inside it, addressed mostly to others inside it. This one is not. This one starts with Ernest&#8217;s trip to Seoul and Kim&#8217;s trip to India, with the shape of how we talked about Saerom and the Indian studios when our colleagues were not on a trip there, with the lanyards and the boxes and the things in the closet. It works outward from there because I have come to think the conversation inside the room has been missing most of what is happening outside it.</p><p>The workforce doing the work the AI conversation is about is mostly outside that room. The credit blocks knew it. The last sixty years of American animation knew it. The numbers the inside-the-room conversation measures with do not — and the numbers being kept by the workers themselves, in their own trade press, in their own language, are telling a story the inside-the-room conversation has not heard.</p><p>Before any of that, here is the question I want to offer.</p><p>When we say <em>the workforce,</em> who do we mean? When we say <em>us</em> in this conversation, who is in the room? When we say the AI conversation is <em>about us,</em> whose buildings are deciding?</p><p>The lanyard is in the box. The hat is in the box. The question this essay is for sits between them.</p><h2 id="the-credits" class="atx">The credits</h2><p>Start with the credit block at the end of each show. <em>Sae Rom Productions Co., Ltd.</em> appeared in white text on black, late in the scroll. The Indian studios appeared in the same place, lower. The Vancouver studios came in later in the history of the credit block. The block scrolled past in the few seconds it takes to scroll a block of credits.</p>								</div>
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									<p>The kind of person who reads credit blocks is, usually, an animator. The names at the top of the card — under <em>created by</em> and <em>executive producer</em> — were people the audience might know, who could turn up on a panel. The names in the overseas-services block were names. They were known to one another in the buildings where they worked. To most of the audience, and to most people inside our part of the studio, they were below the line.</p><p>They were on the credit block. They were not on the lanyards. They were not in the meetings.</p><p>I want to be careful here. The credit block was not malicious. The block was the standard mechanism by which a US production identified its overseas service providers. The structure of it was inherited, not designed, and it was the shape the industry had been using since people in Los Angeles started sending boards to Tokyo in the 1960s.</p><p>But the inheritance is not innocent for being old.</p><h2 id="sixty-years" class="atx">Sixty years</h2><p>Tom Sito, the animator and labor historian who was president of the Animation Guild for fifteen years, has written the only book I know of that traces this history end to end. <em>Drawing the Line</em>, from 2006, is the chronicle of how American animation studios have, since the late 1950s, sent work overseas to bring costs down. [1] Rankin/Bass started outsourcing to Japan in the 1960s. Hanna-Barbera followed in the 1970s — first to Australia, then to South Korea. The Korean industry consolidated around television-animation subcontracting through the 1980s and 1990s; <em>Animation World Magazine</em> called it <em>the Korean animation explosion</em> in 1997, in a piece that read at the time like a celebration and reads now like a description of a system. [<a href="https://www.awn.com/mag/issue2.6/2.6pages/2.6vallaskorea.html" target="_blank" rel="noopener">2</a>] India&#8217;s animation and VFX sector came in next — first as roto, paint, and matchmove work in the 1990s, then as full CG pipeline work in the 2000s. [<a href="https://magazine.substance3d.com/today-all-roads-lead-to-india-the-rise-of-vfx-and-animation-in-india/" target="_blank" rel="noopener">3</a>] Vancouver came after that.</p><p>None of this happened by accident. Each step was a decision made by US studios about where the work would cost less. The decisions all came from one side of the relationship. Each step was met on the receiving end with real growth — buildings, careers, training programs, schools, a generation of artists who built lives in animation. Saerom in 1987. Bardel the same year, in Vancouver. Titmouse in 2000 in Los Angeles, opening a Vancouver branch that, in October 2020, became the first animation studio in Canada to unionize — ninety-eight percent in favor, joining IATSE Local 938. [<a href="https://iatse.net/animation-workers-at-titmouse-vancouver-vote-to-join-iatse-historic-moment-for-animators-in-canada/" target="_blank" rel="noopener">4</a>]</p><p>The system is not new. The workforce is not small. The Indian AVGC sector — animation, visual effects, gaming, and comics — employs more than three hundred thousand professionals. South Korea has over five hundred animation studios. The Philippines has tens of thousands of animation-services workers. The global animation industry employs over a million people.</p><p>The credit block was, all that time, what most American viewers knew about any of this. When the next wave hits, whose names will we know?</p><h2 id="the-number" class="atx">The number</h2><p>The CVL Economics report — <em>Future Unscripted</em>, commissioned by the Animation Guild and three other US arts organizations and released in early 2024 — is the number most people in the AI-and-animation conversation are working from. <em>Approximately 118,500 US film, television, and animation jobs are likely to be consolidated, replaced, or eliminated by generative AI by 2026.</em> Twenty-one percent of the sector. [<a href="https://animationguild.org/wp-content/uploads/2024/01/Future-Unscripted-The-Impact-of-Generative-Artificial-Intelligence-on-Entertainment-Industry-Jobs-pages.pdf" target="_blank" rel="noopener">5</a>] It comes from a survey of three hundred US-based studio executives and managers, asked directly what they expect of AI&#8217;s impact on the jobs they oversee.</p><p>It is a credible number. The methodology is, for what it is, sound. The <em>Harvard Business Review</em> noted in early 2026 that most of the AI-driven layoff wave so far has been speculative. Companies are acting on what they expect AI will do, not on what AI has done. [<a href="https://hbr.org/2026/01/companies-are-laying-off-workers-because-of-ais-potential-not-its-performance" target="_blank" rel="noopener">6</a>] The CVL number sits inside that frame. It is what US studio leaders believed in late 2023 would happen. It has largely been treated as forecast ever since.</p><p>What I notice about it now is what it does not measure. The survey is, by design, US.</p><h2 id="the-missing-number" class="atx">The missing number</h2><p>The animators at Saerom are not in the survey. The animators in India are not in the survey. The animators in the Philippines, in Vietnam, in Vancouver, are not in the survey. The methodology does not include them. The reporting does not include them. The trade-press headlines that quote the 118,500 figure do not include them.</p><p>I do not say this as a criticism of CVL. They were hired by US guilds to count US jobs. That is exactly what they did. I say it as a point about what becomes legible in the conversation and what does not. The 118,500 is what <em>Hollywood</em> is forecasting will be lost in <em>Hollywood</em>. The receiving end of sixty years of outsourcing is not in the frame.</p><p>If you want to read what the receiving end is documenting, you have to read the trade press there. The FICCI-EY 2025 report — the annual Indian media-and-entertainment industry survey produced by the Federation of Indian Chambers of Commerce and Ernst &amp; Young — found that the Indian animation and VFX segment had contracted by nine percent in 2024. The animation sector specifically saw a <em>nineteen percent decline</em>. Indian VFX revenue fell fourteen percent. The reasons given are familiar: the Hollywood writers&#8217; strike, US cost-cutting, the global commissioning slowdown for TV and streaming. But buried inside the same report is a sentence that, when I read it, made me sit up: <em>adoption of AI in areas such as cleaning, colouring, compositing, and other currently manual areas can have a significant impact on outsourcing to India, which could impact jobs.</em> [<a href="https://animationxpress.com/latest-news/ficci-ey-report-2025-indian-animation-sector-sees-19-per-cent-decline/" target="_blank" rel="noopener">7</a>]</p><p>That sentence is in their own report, in their own language, naming their own workers. It is not in the US discourse around AI in animation in any sustained way. It is in the discourse over there because over there, the wave is already at the building.</p><p>The AI conversation has been a US-versus-the-future conversation. The workforce that has done most of the world&#8217;s animation labor for thirty years has been treated as a piece of the past whose situation is not the subject. Whose situation has been the subject?</p><h2 id="whose-industry" class="atx">Whose industry</h2><p>Meanwhile, the next round is being announced. In March of this year, the company Bria — an AI image-and-video startup whose pitch is that its model is trained only on licensed material and that creators receive attribution and compensation for the use of their work — announced at the Hollywood Professional Association&#8217;s annual Tech Retreat that it was launching an initiative with major studios and entertainment industry bodies to build a jointly owned AI model. Hollywood would govern the asset. Bria would provide the technology and the attribution infrastructure. Participating studios and organizations would be announced <em>in the coming months.</em> [<a href="https://blog.bria.ai/bria-ai-receives-two-hpa-awards-recognizing-ethical-innovation-and-transformative-impact-on-the-entertainment-industry" target="_blank" rel="noopener">8</a>] That announcement happened in March. As of this writing, the participating studios and organizations have not been announced.</p><p>I want to be clear that the framing of this initiative is exactly what I would have asked for two years ago. <em>Jointly owned. Industry-governed. Licensed material only. Attribution and creator credit.</em> It is, as a frame, the opposite of every legitimate objection the Animation Guild has raised about how the big foundation models were trained. [<a href="https://animationguild.org/ai-and-animation/" target="_blank" rel="noopener">9</a>] If it works, and if it is genuinely industry-governed by anyone other than the same six US studios that decide everything else in Hollywood, it could be the first real proposal for an ethical generative model that is not just an unenforceable promise.</p><p>But.</p><p>When I read the Bria announcement and the trade press around it, the <em>industry</em> in question is, again, US. <em>Hollywood would govern the asset.</em> The word <em>Hollywood</em> is doing a great deal of work in that sentence. <em>Hollywood</em> here means roughly six studios — the same six that have made most of the decisions about American animation labor for the last sixty years. Saerom is not Hollywood. Bardel is not Hollywood, even though Vancouver is now where a meaningful share of Hollywood&#8217;s actual production happens. The Indian VFX houses that did the cleanup on a hundred US features are not Hollywood. They will not, on the current shape of the announcement, be among the studios governing the asset. They will not be in the room. They will be the workforce the room is deciding for.</p><p>A jointly owned AI model trained on Hollywood&#8217;s licensed content, governed by Hollywood, attributing Hollywood&#8217;s creators, paying Hollywood&#8217;s residuals, is a real and important step from the model we have. It is also the next round of the same dynamic, if you read it from the receiving end of the wave the last system put in motion.</p><p>Another model would put more people in the room. I do not know what that model looks like, and I do not think anyone yet does. What I know is that the question of whether six US studios get to decide what AI does in animation is a question we have not been asking out loud — and it is the question that will set the precedent for everything that comes after.</p><h2 id="main-crew" class="atx">Main crew</h2><p>We had a term at the studio. <em>Main crew.</em> It meant the people who worked at the studio. The full-time staff. The ones who got the lanyards, the holiday parties, the all-hands. There was a credit category for <em>main crew</em> on some of the shows. The main crew was small. The work was made by many more people than that.</p><p>I was main crew. Ernest was main crew. Kim was main crew. The animators at Saerom were not main crew. The animators in India were not main crew. The animators at Bardel, when they came in later, were not main crew. They were on the credit blocks. They were not on the lanyards.</p><p>What I want to say, and what this whole <em>Losing Each Other</em> series is trying to say, is that the language we use to organize the conversation about who is being hurt by AI is the language inherited from the system that made the show. <em>Main crew. Hollywood. Industry. The 118,500.</em> Each of those words has, built into it, an idea of who counts. Each of them has been, for a long time, accepted by the people inside the line and ignored by the people outside it, because the people outside it were not, in the normal course of things, in the room.</p><p>The argument I am making is not that we should expand <em>main crew</em> to include everyone. I do not know what it would mean for the Animation Guild, an American union, to organize Indian VFX workers. I do not think it would be honest to say that the answer is for US-based labor to <em>speak for</em> the offshore workforce.</p><p>To be clear, this is not a critique of the Animation Guild. The Guild does important work for the workers it represents, and it has been pushing back on AI for the workers in its bargaining unit longer than most US institutions have. I am not asking it to lead a conversation it was not built to lead. I am saying the conversation has to be larger than any single national union can hold. The Guild is part of it. <em>AnimationXpress</em> is part of it. The workers in every country where the work actually happens are part of it. Right now we are having a US conversation, loudly, while the rest of the conversation is happening elsewhere.</p><p>I think the answer is closer to this: when we talk about what AI is going to do to <em>us</em>, the <em>us</em> has to be the workforce that actually does the work. Not the workforce that fits inside the country the union is based in. Not the workforce that fits inside the credit-block hierarchy. The workforce. The full count.</p><p>Otherwise the next industry-owned AI model is owned by the same industry that owned the last one, and the next conversation about who has been replaced is the same conversation as the last one. We lose each other again, on an arc that is older and longer than the one we have been arguing about.</p>								</div>
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									<p>The lanyard is still in the box. It is creased where I used to fold it into my pocket. It says my name. It says <em>Nickelodeon.</em> It does not say <em>Saerom.</em> It does not say the names of the people in India. It does not say <em>Bardel.</em></p><p>That is the question this essay is about. Not whose name is on the lanyard. Whose name is in the room.</p>								</div>
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									<h3>Bibliography</h3><p><strong>[1]</strong> Sito, Tom. <em>Drawing the Line: The Untold Story of the Animation Unions from Bosko to Bart Simpson</em>. Lexington: University Press of Kentucky, 2006.</p><p><strong>[2]</strong> Vallas, Brian. &#8220;The Korean Animation Explosion.&#8221; <em>Animation World Magazine</em>, no. 2.6 (September 1997). <a href="https://www.awn.com/mag/issue2.6/2.6pages/2.6vallaskorea.html">https://www.awn.com/mag/issue2.6/2.6pages/2.6vallaskorea.html</a>.</p><p><strong>[3]</strong> &#8220;Today All Roads Lead to India: The Rise of VFX and Animation in India.&#8221; <em>Adobe Substance 3D Magazine</em>, 2023. <a href="https://magazine.substance3d.com/today-all-roads-lead-to-india-the-rise-of-vfx-and-animation-in-india/">https://magazine.substance3d.com/today-all-roads-lead-to-india-the-rise-of-vfx-and-animation-in-india/</a>.</p><p><strong>[4]</strong> International Alliance of Theatrical Stage Employees. &#8220;Animation Workers at Titmouse Vancouver Vote to Join IATSE! Historic Moment for Animators in Canada.&#8221; IATSE press release, October 8, 2020. <a href="https://iatse.net/animation-workers-at-titmouse-vancouver-vote-to-join-iatse-historic-moment-for-animators-in-canada/">https://iatse.net/animation-workers-at-titmouse-vancouver-vote-to-join-iatse-historic-moment-for-animators-in-canada/</a>.</p><p><strong>[5]</strong> CVL Economics. <em>Future Unscripted: The Impact of Generative Artificial Intelligence on Entertainment Industry Jobs</em>. Burbank, CA: CVL Economics, 2024. <a href="https://animationguild.org/wp-content/uploads/2024/01/Future-Unscripted-The-Impact-of-Generative-Artificial-Intelligence-on-Entertainment-Industry-Jobs-pages.pdf">https://animationguild.org/wp-content/uploads/2024/01/Future-Unscripted-The-Impact-of-Generative-Artificial-Intelligence-on-Entertainment-Industry-Jobs-pages.pdf</a>.</p><p><strong>[6]</strong> Hatzius, Jan, and Aatif Sumar. &#8220;Companies Are Laying Off Workers Because of AI&#8217;s Potential — Not Its Performance.&#8221; <em>Harvard Business Review</em>, January 2026. <a href="https://hbr.org/2026/01/companies-are-laying-off-workers-because-of-ais-potential-not-its-performance">https://hbr.org/2026/01/companies-are-laying-off-workers-because-of-ais-potential-not-its-performance</a>.</p><p><strong>[7]</strong> AnimationXpress Team. &#8220;FICCI EY Report 2025: Indian Animation Sector Sees 19 Per Cent Decline.&#8221; <em>AnimationXpress</em>, March 2025. <a href="https://animationxpress.com/latest-news/ficci-ey-report-2025-indian-animation-sector-sees-19-per-cent-decline/">https://animationxpress.com/latest-news/ficci-ey-report-2025-indian-animation-sector-sees-19-per-cent-decline/</a>.</p><p><strong>[8]</strong> Bria AI. &#8220;Bria AI Receives Two HPA Awards Recognizing Ethical Innovation and Transformative Impact on the Entertainment Industry.&#8221; Bria.ai blog, March 2026. <a href="https://blog.bria.ai/bria-ai-receives-two-hpa-awards-recognizing-ethical-innovation-and-transformative-impact-on-the-entertainment-industry">https://blog.bria.ai/bria-ai-receives-two-hpa-awards-recognizing-ethical-innovation-and-transformative-impact-on-the-entertainment-industry</a>.</p><p><strong>[9]</strong> The Animation Guild. &#8220;AI and Animation.&#8221; The Animation Guild, IATSE Local 839, 2025. <a href="https://animationguild.org/ai-and-animation/">https://animationguild.org/ai-and-animation/</a>.</p><h2 id="additional-sources" class="atx">Additional Sources</h2><p>Ferguson, Matt. &#8220;Once Upon a Time in Korea.&#8221; <em>Life in the Machine</em> (Substack), 2024. <a href="https://lifeinthemachine.substack.com/p/once-upon-a-time-in-korea">https://lifeinthemachine.substack.com/p/once-upon-a-time-in-korea</a>.</p><p>Hipes, Patrick. &#8220;Animators at Titmouse Vancouver Join IATSE to Become First Canadian Animation Studio to Unionize.&#8221; <em>Deadline</em>, October 8, 2020. <a href="https://deadline.com/2020/10/titmouse-vancouver-animation-studio-iatse-union-vote-first-canadian-studio-1234600790/">https://deadline.com/2020/10/titmouse-vancouver-animation-studio-iatse-union-vote-first-canadian-studio-1234600790/</a>.</p><p>AnimationXpress Team. &#8220;Animation Industry in Flux: How India&#8217;s Leading Studios Navigated a Tumultuous 2025 and Prepare for a Transformative 2026.&#8221; <em>AnimationXpress</em>, January 2026. <a href="https://www.animationxpress.com/latest-news/animation-industry-in-flux-how-indias-leading-studios-navigated-a-tumultuous-2025-and-prepare-for-a-transformative-2026/">https://www.animationxpress.com/latest-news/animation-industry-in-flux-how-indias-leading-studios-navigated-a-tumultuous-2025-and-prepare-for-a-transformative-2026/</a>.</p><p>AnimationXpress Team. &#8220;FICCI EY Report 2026: Indian VFX Segment Recalibrates to Reach Rs 48 Billion Revenue.&#8221; <em>AnimationXpress</em>, March 2026. <a href="https://www.animationxpress.com/latest-news/ficci-ey-report-2026-indian-vfx-segment-recalibrates-to-reach-rs-48-billion-revenue/">https://www.animationxpress.com/latest-news/ficci-ey-report-2026-indian-vfx-segment-recalibrates-to-reach-rs-48-billion-revenue/</a>.</p><p>Bardel Entertainment. &#8220;About.&#8221; Bardel Entertainment corporate website, 2025. <a href="https://bardel.ca/about/">https://bardel.ca/about/</a>.</p><p>Canadian Broadcasting Corporation. &#8220;Vancouver Animation Workers Unionize After Precedent-Setting Vote.&#8221; <em>CBC News</em>, October 8, 2020. <a href="https://www.cbc.ca/news/canada/british-columbia/vancouver-animation-workers-unionize-after-precedent-setting-vote-1.5772783">https://www.cbc.ca/news/canada/british-columbia/vancouver-animation-workers-unionize-after-precedent-setting-vote-1.5772783</a>.</p><p>McClintock, Pamela, et al. &#8220;Hollywood Animation, VFX Unions Fight AI Job Cut Threat.&#8221; <em>Context News</em> / Thomson Reuters Foundation, 2025. <a href="https://www.context.news/ai/hollywood-animation-vfx-unions-fight-ai-job-cut-threat">https://www.context.news/ai/hollywood-animation-vfx-unions-fight-ai-job-cut-threat</a>.</p><p>Tung, Sam, et al. <em>Artificial Intelligence and Animation: A Survey of the Animation Guild Membership</em>. Burbank: The Animation Guild, IATSE Local 839, 2025. <a href="https://animationguild.org/ai-and-animation/">https://animationguild.org/ai-and-animation/</a>.</p>								</div>
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		<p>The post <a href="https://jaredkuvent.com/2026/06/16/main-crew-an-animators-letter-on-who-counts-in-animation/">Main Crew: An Animator&#8217;s Letter on Who Counts in Animation</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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		<title>I Have Seen This Film: An Animator&#8217;s Letter on Platform AI</title>
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		<dc:creator><![CDATA[Jared Kuvent]]></dc:creator>
		<pubDate>Tue, 09 Jun 2026 21:34:10 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[AI in animation]]></category>
		<category><![CDATA[Animation Guild]]></category>
		<category><![CDATA[animator's letter]]></category>
		<category><![CDATA[Bill Kroyer]]></category>
		<category><![CDATA[Bria]]></category>
		<category><![CDATA[ethical AI]]></category>
		<category><![CDATA[generative AI]]></category>
		<category><![CDATA[Losing Each Other]]></category>
		<category><![CDATA[Sam Tung]]></category>
		<category><![CDATA[Spotify]]></category>
		<category><![CDATA[Technological Threat]]></category>
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					<description><![CDATA[<p>The second letter in the 'Losing Each Other' series. An animator who curated thirty years of computer-graphics film for SIGGRAPH on the shape of the AI wave, the platform that is about to inherit it, and the fight the artist coalition is currently missing.</p>
<p>The post <a href="https://jaredkuvent.com/2026/06/09/i-have-seen-this-film-an-animators-letter-on-platform-ai/">I Have Seen This Film: An Animator&#8217;s Letter on Platform AI</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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					<h2 class="elementor-heading-title elementor-size-default">I Have Seen This Film: An Animator's Letter on Platform AI</h2>				</div>
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									<h3>The wolves</h3><p>The film opens on an art deco office, the kind of room you would find on a 1930s movie poster: desks in neat rows, clean, the whole interior rendered in simple line illustration like a draftsman&#8217;s sketch. Nine wolves sit at the drafting tables in vivid full color, hand-copying documents with pencils.</p><p>A door on the back wall opens. A bulldog walks in. He is the boss — same era of dress as the wolves, but he comes through a door they do not come through. On the wall next to him is a large red button.</p><p>The first wolf collapses from overwork at his desk. The bulldog pushes the button. A trapdoor opens beneath the wolf and he falls through it. A robot rolls into the room — three-dimensional, cel-shaded, work that still holds up against anything CG does today — slides into the wolf&#8217;s chair, and starts writing. Faster.</p><p>This is the first thirty seconds of a five-minute animated short from 1988 called <em>Technological Threat</em>, directed by Bill Kroyer and Brian Jennings.[<a href="https://en.wikipedia.org/wiki/Technological_Threat." target="_blank" rel="noopener">1</a>] The wolves are drawn by hand. The robots are computer-generated. Kroyer and Jennings described the film, on its release, as an experiment in whether traditional and computer animation could share a frame. They described it, in the same breath, as an allegory for whether the people inside those two techniques could share an industry. By its end, it is something stranger than either.</p><p>Over the next minute and a half, the other eight wolves are dispatched one at a time — each one for the crime of having a body. A yawn. A sip of water from a glass on the desk. A sneeze — and the sneezing wolf tries to suppress it by plugging his nose with two pencils, sneezes anyway, propels the pencils into a coworker&#8217;s forehead. They both fall through the floor. Each wolf, as he goes, is replaced by a robot that does the work faster and doesn&#8217;t sneeze.</p><p>Then the film cuts back to the bulldog. He is, suddenly, a robot. There was no trapdoor for the bulldog. There was no transition. There was no on-camera replacement. The boss-robot just is. He stands at the back of the room for a beat, then walks out through the boss&#8217;s door, the same way the bulldog always did.</p><p>The last surviving wolf is scribbling so frantically at his desk that smoke is rising from his paper. He does not notice. When the boss-robot finally walks out, the wolf raises his head. He stops scribbling. He reaches into a drawer and pulls out a stick of dynamite.</p><p>What follows is close to two more minutes of Chuck Jones–grade chaos. Anvils. Dynamite. One robot electrocuted into a pile of cinders. The lone wolf and the last surviving worker robot end up trading punches on the office floor. Mid-fight, they look up. The boss-robot has returned. He is reaching for the red button. The wolf and the worker robot look at each other, and in a moment of cooperation neither character has earned, they cartoonishly slide the trapdoor itself out from underneath their fight, scoot it across the floor, and let it settle under the boss-robot&#8217;s feet. The boss-robot, oblivious, pushes the red button. The trapdoor opens. He falls through it.</p><p>The wolf claps the worker robot on the back. Then he looks at the open trapdoor. Then back at the robot. Then back at the trapdoor. You can see him doing the math. Then he shoves the worker robot through too.</p><p>The film ends with the wolf alone in the office. He lights a cigar. He walks to the red button. He smiles at the camera and pushes the button at us.</p>								</div>
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									<p>Kroyer and Jennings made a more complicated short than its premise suggests. The technology, in their telling, isn&#8217;t the villain — the surviving worker robot ends up on the wolf&#8217;s side, at least long enough to take down the boss. The boss isn&#8217;t quite the villain either; the boss in the film is replaceable, and the wolf who survives ends with the boss&#8217;s cigar in his hand and his finger on the red button. What the film is actually arguing is harder than the discourse around this technology has lately been able to host: <em>surviving a wave is not the same thing as escaping the cycle.</em> The wolf who wins is the wolf who has learned to push the button himself.</p><p>The film was nominated for an Academy Award for Best Animated Short. It lost to Pixar&#8217;s <em>Tin Toy</em> — the first animated short ever made entirely by computer. Something that had never been done before.</p><p>I have been thinking about <em>Technological Threat</em> constantly the last few weeks, because I think the field I am writing into is about to make the trapdoor again.</p><h3 id="what-they-did" class="atx">What they did</h3><p>I wrote the first piece in this series, <em>Losing Each Other</em>, the week after Jorge Gutierrez withdrew from a project at Amazon. A friend mentioned to me recently, in passing, that I &#8220;seemed surprised by the reaction to Jorge&#8221; in that piece. I have been thinking about that comment, because some version of it is what I want to address here.</p><p>The argument of the first piece was not that Jorge was beyond critique. It was not that he should not have anticipated the backlash. It was a structural argument about a <em>tactic</em>. The tactic of pile-on hostility toward any maker who touches AI tools is not changing what the corporations build. It is only changing which makers are in the room when the corporations build it. That distinction is the spine of both essays in this series, and it is the distinction I most want to be clear about before going further.</p><p>This essay picks up that argument and asks what the corporations have been doing while we have been losing each other in public.</p><p>The short answer is that they have not been waiting.</p><p>The lawsuits stack deep enough that there is a tracker for them, which is the kind of detail that tells you how unusual the moment in the law is. <em>Bartz v. Anthropic</em> settled in November for a billion and a half dollars — the largest copyright settlement in U.S. history.[<a href="https://copyrightalliance.org/participating-bartz-v-anthropic-settlement/" target="_blank" rel="noopener">2</a>] Disney is suing Midjourney and MiniMax. UMG, Sony, and Warner settled with the AI music generators Suno and Udio. The New York Times is suing OpenAI. The legal layer is going to take years to sort itself out, and even after it is sorted, the architecture of the wave will already be in place.</p><p>While the lawsuits churn, the corporations have also been signing deals. In December, Disney announced a billion-dollar investment in OpenAI to integrate Disney characters into Sora.[<a href="https://www.cnbc.com/2025/12/11/disney-openai-sora-characters-video.html" target="_blank" rel="noopener">3</a>] The deal collapsed in March, but only because Sora was failing in the market. Not because Disney decided AI was unethical.</p><p>Read the lawsuits and the deals together and the studios&#8217; position comes into focus. The studios will sue an AI company when their <em>character</em> IP is at risk. They will negotiate with an AI company when it benefits them. They will not sue when their <em>workers&#8217; art</em> is in the training data, because that is not their fight. There are two fights here, and they are not the same one. The studios&#8217; character-IP fight is in the news every week. The workers&#8217; art-in-training-data fight is not in the news, because the studios are not fighting it for them. The artist coalition is mostly fighting it alone.</p><p>That is the situation as I read it. It is also where the longer answer to the question I asked at the top of this section begins.</p><h3 id="the-spotify-confession" class="atx">The Spotify confession</h3><p>There is a company called Bria. Most of the people I have spoken to who think there is an &#8220;ethical AI&#8221; path forward have said the name. Bria is, on the dimensions Bria claims, the best of the companies trying to build something other than the scraped-from-the-internet model. Their AI is trained exclusively on licensed data from more than thirty content partners — Getty Images, Alamy, Envato, Depositphotos, and others.[<a href="https://techcrunch.com/2025/03/13/bria-lands-new-funding-for-ai-models-trained-on-licensed-data/" target="_blank" rel="noopener">4</a>] Bria was among the first companies to receive Fairly Trained certification when that program launched in 2024. They won the top two awards at this year&#8217;s Hollywood Professional Association Tech Retreat. They have announced an initiative with major Hollywood studios to build a jointly-owned AI model trained on participating studios&#8217; libraries. Their customer list includes Microsoft, WPP, Publicis Groupe, Epic Games, WildBrain, and Toon Boom. None of this is theater. The company has done real work.</p>								</div>
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									<p>I signed up to Bria a few days ago because I wanted to see for myself. Before I tell you what I think is wrong, I want to tell you what is right. The platform is built for people who actually do the job. The artist controls are the heaviest I have seen in anything outside a traditional creative pipeline — you dial in lighting, camera, composition, character posture, the explicit visual parameters that any creative program lets you adjust. The work is iterative. You could spend an evening on a single image and feel like it was an evening well spent. Whatever I am about to say about the company, I want to be clear that what they have built is not Sora. It is not Midjourney. It is a tool you could craft with.</p><p>I want all of that on the page before I get to the disagreement. The disagreement is not about the quality of the tool. It is about the architecture under it.</p><p>On Bria&#8217;s own licensed-training-catalog page, in the section that explains how the compensation system works, this paragraph appears:</p><blockquote><p><strong>Piracy nearly broke the music industry. Spotify did not win by ethics alone. It won by building a better product through a sustainable model. Artists earn from real usage. Users get unlimited access. The product improves continuously. Bria applies the same model to generative AI.</strong>[<a href="https://bria.ai/licensed-training-catalog" target="_blank" rel="noopener">5</a>]</p></blockquote><p>That is Bria&#8217;s own description of the model they are proud of.</p><p>The Spotify analogy is not flattering.</p><p>Spotify pays artists between three and five tenths of a penny per stream. When TechCrunch asked the Union of Musicians and Allied Workers what Spotify pays the working artist directly, the spokesperson replied:</p><blockquote><p><strong>It&#8217;s easy to calculate what Spotify pays directly to recording artists: zero dollars.</strong>[<a href="https://techcrunch.com/2025/03/11/spotify-says-its-payouts-are-getting-better-but-artists-still-disagree/" target="_blank" rel="noopener">6</a>]</p></blockquote><p>The Spotify system pools revenue across the whole platform and pays out pro-rata, which means smaller artists with loyal listeners get crushed in the pool. Working musicians have been organizing against this model for a decade. Their field does not remember it fondly.</p><p>This is the model Bria says it is applying to generative AI.</p><p>The architecture follows. Bria licenses the training data from the agencies — Getty, Alamy, Envato — not from the artists whose work fills the agencies&#8217; catalogs. The agencies in turn pay their contributors a small share of whatever they get. Getty Images compensates its contributors when their work is used in AI training, but the share is small enough that when Adobe ran a similar setup at Firefly, one Adobe Stock contributor took it to arbitration and lost.[<a href="https://petapixel.com/2026/03/11/he-tried-to-stop-adobe-from-training-its-ai-on-his-photo-library-he-lost/" target="_blank" rel="noopener">7</a>] Bria&#8217;s revenue split between the platform and the creator is not published anywhere I can find. The attribution engine — the technology the whole &#8220;ethical&#8221; claim rests on — is described on the company&#8217;s own page as patented and as creating an irreversible vector that cannot be reversed to reconstruct source images.[<a href="https://bria.ai/attribution-technology" target="_blank" rel="noopener">8</a>] Outside researchers cannot audit the math. We have to take Bria&#8217;s word that the attribution correctly weighs which training images influenced which output.</p><p>The Hollywood studios initiative is where the issue gets cleanest. The studios contribute their content libraries to the jointly-owned model. Read the wording carefully: the &#8220;creators contributing&#8221; are the studios that own the IP — not the storyboard artists, not the illustrators, not the animators whose pencils moved on those frames, working as employees or under work-for-hire decades ago. The studios hold the rights. The compensation flows up to the studios. It does not flow down to the makers.</p><p>This is what my friend Sam Tung, who is Co-Chair of the Animation Guild&#8217;s AI Task Force, has been naming in print. Here is the line of his I cannot find an argument against:</p><blockquote><p><strong>None of the people who put their years of work and skill that&#8217;s in the dataset are going to be compensated. Their work would literally be used to train a system that replaces them, even if it&#8217;s considered to be ethical.</strong>[9]</p></blockquote><p><em>Even if it is considered to be ethical.</em></p><p>This is where I have to say what this letter is for. The artist coalition I support — the OSTP letter signatories, the <em>Stealing Isn&#8217;t Innovation</em> campaign, the <em>Make It Fair</em> campaign — is right about the harm. The work was taken. The people who made it are not being paid. The damage to the field is real. But the <em>answer</em> the coalition has currently coalesced around is wrong. The platform-aggregator companies the coalition is pointing to as the path forward are doing what Spotify did. The architecture of the previous wave is about to be repeated with a coat of consent painted on it. The corporations are going to walk away with a moral premium they did not pay for. And most of the wolves are going to go through the trapdoor.</p><p>The wolves in 1988 understood the difference between the boss and the technology. The discourse in 2026 is asking us to forget it.</p><p>I have seen this film.</p><h3 id="the-archive" class="atx">The archive</h3><p>I want to step back from Bria and tell you why I am sure about this read. I have not pulled it from theory. I watched the previous wave on video tape, one short film at a time, in 2008. The way I did this is the strangest job I have ever had.</p><p>That summer I was twenty-two and living in my first terrible apartment in North Hollywood. The carpet was worn. The blinds hung crooked. The couch was old but comfortable and smelled the way old couches smell. One afternoon a police raid happened across the street and the armed suspect ended up on the sidewalk in front of my bedroom window. The visuals of SIGGRAPH were much more interesting than my apartment.</p><p>The reason SIGGRAPH was on the floor of my apartment was that the conference — the place the computer-graphics field has been chronicling itself since 1974 — had handed me the job of curating thirty years of its film catalog for its 35th anniversary retrospective.[<a href="https://history.siggraph.org/" target="_blank" rel="noopener">10</a>] The archive lived on one hundred and fifty-eight tapes, <em>SIGGRAPH Video Reviews</em>, the institution&#8217;s own running record. The earliest of them went back to 1979. The format was already obsolete by 2008. I had to go out and buy a VCR.</p><p>The job ran most of a year, alongside my days at Nick Digital — the small effects-and-pipeline department in the former gift shop of Nickelodeon Animation Studio, where I had just started. The room had no windows. The ceiling fixtures above our desks were enormous cartoon-face cutouts hanging from wires, with lightbulbs where the eyes should be. One of the things I did at Nickelodeon was hire interns. It was 2011 and I was hiring for my department. I found the perfect candidate. His name was Sam Tung — the same Sam I quoted two sections ago. I had a feeling, the day he turned up for the interview that summer, that he was going to do well in the field. I did not have the imagination, that summer, to picture this essay.</p><p>What I saw working through the archive over those months was the entire shape of how a medium gets born and how the people who build it get sorted. The first wave of computer graphics arrived in the late seventies and through the eighties through dozens of small studios. Cranston/Csuri Productions. Pacific Data Images. MAGI Synthavision. Sogitec. Omnibus Computer Graphics. Digital Effects. Digital Productions. Japan Computer Graphics Lab. Robert Abel and Associates. Symbolics Graphics. Bo Gehring. Whitney/Demos Productions. Toyo Links. There were many more. Most of them were gone by the mid-nineties. A few — Pixar foremost — survived, and they became the names the field is known by today.</p><p>The work the others made survived too, partially, on those tapes. The ones that survived, that is. When I got the working inventory of the SIGGRAPH Video Review collection, twenty-five of the tapes were marked, in plain capital letters, <em>MISSING</em>.[11] Whole stretches of the late eighties and early nineties were gone — from the conference&#8217;s own catalog, twenty years after the work had been shown. About a sixth of the institution&#8217;s own record could not be located by the institution. The studios that had made the work were also gone. There was nobody left to call.</p><p>The platforms are not archivists. That is the sentence I came out of those months with, and I have been waiting eighteen years for someone to tell me it doesn&#8217;t apply this time.</p><p><em>Technological Threat</em> was on one of those tapes — SVR038, from 1988. I watched it on a Sunday in May, on the floor of the apartment, after a day at the studio. <em>Very applicable to today&#8217;s animation….Nick Digital?</em> That was the note I scribbled afterward. I was watching a thirty-year-old film about workers being replaced by robots, having just spent the day at the small studio where, in a way I had not yet found language for, that same conversation was happening around me. The film had already done what I am trying to do now. The eighteen years between then and now have not changed the conversation. They have only made it faster.</p><h3 id="sam" class="atx">Sam</h3><p>About Sam.</p><p>I introduced him a couple of sections ago — the friend I hired into Nick Digital in 2011. In the years between then and now, Sam moved up. He became a storyboard artist. He worked on shows. He sat on the Animation Guild&#8217;s 2024 contract negotiations committee. He is now Co-Chair of the Guild&#8217;s AI Task Force, which I learned almost by accident in the last few weeks.[<a href="https://keyframemagazine.org/2025/03/26/volunteer-spotlight-sam-tung/" target="_blank" rel="noopener">12</a>] I will be honest about how the realization has felt: a little bit like the field had been rearranging itself around me without telling me. The colleague I once brought into the studio is now sitting in the room where the field&#8217;s actual positions on AI are being negotiated. I am writing letters from outside that room. The field has a sense of humor about how it puts people in the places they end up.</p><p>Sam and I agree on most of what I have written above. He has been on the public record in ways I deeply respect. The line of his I quoted in the Bria section — <em>even if it&#8217;s considered to be ethical</em> — is the one I have not been able to find an argument against. The harm is real. The artist coalition is right about the harm.</p><p>Where Sam and I disagree is on the Animation Guild&#8217;s official position on AI itself. The Guild&#8217;s website states:</p><blockquote><p><strong>GenAI will never be able to do what we do, and by organizing, we can ensure a future where our art, stories, and work remain beautiful, meaningful, and human.</strong>[<a href="https://animationguild.org/ai-and-animation/" target="_blank" rel="noopener">13</a>]</p></blockquote><p>I think <em>never</em> is the wrong frame, and rejecting a Guild position is not something I want to do casually, so I want to be clear about why.</p><p>The statement is that GenAI will never be able to do what we do. The premise underneath that line, once you sit with it, is that AI output will always lack human artistry. That premise is already false. There are animators today working with AI as part of their craft — bringing intent, taste, framing decisions, refusals to the work the way animators have always brought them to the work. What comes out of that practice has artistry in it because there is an artist behind it. We cannot create without a maker. As more animators come up using AI tools alongside the traditional ones, the category of &#8220;AI work&#8221; will increasingly contain real animation made by real animators. The capability gap is also closing on the other side — not all the way (the tools alone cannot do what an animator does), but every year a little more. A &#8220;never&#8221; claim built on capability has been losing ground for a decade and will keep losing it.</p><p>The stronger position, I think, is to refuse the capability frame entirely. <em>What we do</em> is not the artifact. The artifact can come from anywhere. <em>What we do</em> is artistry — the care that decided which mark to make, the intent that shaped the framing, the taste that chose the cut, the refusal that decided what would not be in the frame. Artistry is a property of the human at the tool. The tool alone cannot perform it; an animator with the tool can.</p><p>To hold the &#8220;never&#8221; position is, in effect, to define an animator who works with AI as not an animator. And that definition serves the AI companies more than it serves the field. It lets the corporations call AI output something other than &#8220;real&#8221; animation, separated from the prestige of the artists whose work was in the training data, without ever having to defend the separation. The Guild&#8217;s line, however well intended, hands the corporations the frame they need.</p><p>The harder position — and the right one, I think — is that artistry is what defines the work, and that artistry can travel through any tool, including this one. The fight is not over whether AI will do what we do. The fight is over who counts as the artist when AI tools are part of the work.</p><p>That disagreement is friendly. It is the kind of disagreement two people from the same field, who hold different positions on a hard question, ought to be able to have without it ending the friendship. The discourse around AI has somehow lost the ability to host this kind of disagreement. It has been treating any difference of opinion as betrayal. It is not. It is how a field is supposed to work. If we cannot do it, we will not be able to do any of the harder things waiting on the other side of it.</p><h3 id="after-this-wave" class="atx">After this wave</h3><p>What I want, after this wave is decided, is to keep being in a room with the people I disagree with. With the Sams. With the people who think Sam is too gentle. With the people who think I am too generous to the platforms. With the artists who want to fight against, and the artists who want to fight from inside. With the people building the platforms, and the people building the alternatives. I want a room large enough for the people still figuring out what they think — which is most of us, including me — and a room where you do not get driven out for being curious, or for refusing, or for using a tool and saying out loud that the tool has a problem.</p><p>There are alternatives, in shape, already. EleutherAI&#8217;s Common Pile, released last summer, is eight terabytes of public-domain training data, and the two models they trained on it perform competitively with Meta&#8217;s first Llama.[<a href="https://blog.eleuther.ai/common-pile/" target="_blank" rel="noopener">14</a>] Public-domain AI is not a fantasy at the seven-billion-parameter scale. Artist-built tooling exists, too — Nightshade and Glaze, Spawning&#8217;s <em>Have I Been Trained</em>, Fairly Trained&#8217;s certification.[<a href="https://nightshade.cs.uchicago.edu/whatis.html" target="_blank" rel="noopener">15</a>] None of these are consolation prizes. They are what gets built when the makers are at the table. The Animation Guild, with the labor infrastructure it already has, is the institution that could license its members&#8217; collective contribution to a training set on terms the Guild controls. That counterparty exists in shape. It does not yet exist in operation. This essay is, in part, an argument that it should.</p>								</div>
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									<p>Most of the wolves go home in 1988. One does not — but he doesn&#8217;t escape, either. He ends the film holding the boss&#8217;s cigar, finger on the boss&#8217;s red button. The film refuses to let him win cleanly. The question it leaves the viewer with is the question I think this letter has to leave its reader with: <em>what kind of survivor do we want to be?</em> The previous wave did not end with the wolf at the button. The studios that survived the CG transition still paid their workers; they ran on the studio model the medium had always run on. The wave being designed right now is being designed differently — around platform aggregators that pay agencies and corporate rights-holders instead of the workers themselves. There are trapdoors being installed. There are buttons being wired up. Cigars are being set out. Unless we put the kind of room together that decides to take the buttons away from the people about to push them — and unless the ones who survive can resist the temptation to pick the buttons up themselves — we will end up exactly where the film ends.</p><p>I am writing, in part, to ask whether we can do something other than that. I think we can. I think the friend I disagree with about some parts of AI is a small piece of the answer. There are a lot more pieces. I want to find the people who hold them.</p><hr /><h3> </h3><h3 id="bibliography" class="atx">Bibliography</h3><p><strong>[1]</strong> Wikipedia. &#8220;Technological Threat.&#8221; Accessed June 8, 2026. <a href="https://en.wikipedia.org/wiki/Technological_Threat">https://en.wikipedia.org/wiki/Technological_Threat</a>.</p><p><strong>[2]</strong> Copyright Alliance. &#8220;Participating in the <em>Bartz v. Anthropic</em> Settlement.&#8221; 2025. Accessed June 8, 2026. <a href="https://copyrightalliance.org/participating-bartz-v-anthropic-settlement/">https://copyrightalliance.org/participating-bartz-v-anthropic-settlement/</a>.</p><p><strong>[3]</strong> CNBC. &#8220;Disney Making $1 Billion Investment in OpenAI, Will Allow Characters on Sora AI Video Generator.&#8221; December 11, 2025. Accessed June 8, 2026. <a href="https://www.cnbc.com/2025/12/11/disney-openai-sora-characters-video.html">https://www.cnbc.com/2025/12/11/disney-openai-sora-characters-video.html</a>.</p><p><strong>[4]</strong> Wiggers, Kyle. &#8220;Bria Lands New Funding for AI Models Trained on Licensed Data.&#8221; <em>TechCrunch</em>, March 13, 2025. Accessed June 8, 2026. <a href="https://techcrunch.com/2025/03/13/bria-lands-new-funding-for-ai-models-trained-on-licensed-data/">https://techcrunch.com/2025/03/13/bria-lands-new-funding-for-ai-models-trained-on-licensed-data/</a>.</p><p><strong>[5]</strong> Bria. &#8220;Better Data. Better Models.&#8221; <em>Bria AI — Licensed Training Catalog</em>. Accessed June 8, 2026. <a href="https://bria.ai/licensed-training-catalog">https://bria.ai/licensed-training-catalog</a>.</p><p><strong>[6]</strong> Pierce, David. &#8220;Spotify Says Its Payouts Are Getting Better, but Artists Still Disagree.&#8221; <em>TechCrunch</em>, March 11, 2025. Accessed June 8, 2026. <a href="https://techcrunch.com/2025/03/11/spotify-says-its-payouts-are-getting-better-but-artists-still-disagree/">https://techcrunch.com/2025/03/11/spotify-says-its-payouts-are-getting-better-but-artists-still-disagree/</a>.</p><p><strong>[7]</strong> PetaPixel. &#8220;He Tried to Stop Adobe from Training Its AI on His Photo Library — He Lost.&#8221; March 11, 2026. Accessed June 8, 2026. <a href="https://petapixel.com/2026/03/11/he-tried-to-stop-adobe-from-training-its-ai-on-his-photo-library-he-lost/">https://petapixel.com/2026/03/11/he-tried-to-stop-adobe-from-training-its-ai-on-his-photo-library-he-lost/</a>.</p><p><strong>[8]</strong> Bria. &#8220;Attribution Technology.&#8221; 2026. Accessed June 8, 2026. <a href="https://bria.ai/attribution-technology">https://bria.ai/attribution-technology</a>.</p><p><strong>[9]</strong> Luminate Intelligence. <em>Animation: Boom, Bust, Change and Resilience</em>. September 2025. Subscription report.</p><p><strong>[10]</strong> ACM SIGGRAPH. <em>History Archives</em>. Accessed June 8, 2026. <a href="https://history.siggraph.org/">https://history.siggraph.org/</a>.</p><p><strong>[11]</strong> Kuvent, Jared. <em>SVR 35th Anniversary Tape Inventory and Screening Notes</em>. Unpublished working documents from the SIGGRAPH 35th Anniversary retrospective curation, April–May 2008. Author&#8217;s personal archive.</p><p><strong>[12]</strong> Keyframe Magazine. &#8220;Volunteer Spotlight: Sam Tung.&#8221; March 26, 2025. Accessed June 8, 2026. <a href="https://keyframemagazine.org/2025/03/26/volunteer-spotlight-sam-tung/">https://keyframemagazine.org/2025/03/26/volunteer-spotlight-sam-tung/</a>.</p><p><strong>[13]</strong> Animation Guild. &#8220;AI and Animation.&#8221; 2024. Accessed June 8, 2026. <a href="https://animationguild.org/ai-and-animation/">https://animationguild.org/ai-and-animation/</a>.</p><p><strong>[14]</strong> EleutherAI. &#8220;The Common Pile v0.1.&#8221; <em>EleutherAI Blog</em>, June 2025. Accessed June 8, 2026. <a href="https://blog.eleuther.ai/common-pile/">https://blog.eleuther.ai/common-pile/</a>.</p><p><strong>[15]</strong> University of Chicago. &#8220;Nightshade — What Is Nightshade?&#8221; <em>Nightshade Project, Department of Computer Science</em>. Accessed June 8, 2026. <a href="https://nightshade.cs.uchicago.edu/whatis.html">https://nightshade.cs.uchicago.edu/whatis.html</a>.</p><h3 id="additional-sources" class="atx">Additional sources</h3><p>Accelerate IP. &#8220;Hollywood vs. MiniMax: The AI Copyright Battle That Could Reshape an Industry.&#8221; 2025. Accessed June 8, 2026. <a href="https://accelerateip.com/hollywood-vs-minimaxthe-ai-copyright-battle-that-could-reshape-an-industry/">https://accelerateip.com/hollywood-vs-minimaxthe-ai-copyright-battle-that-could-reshape-an-industry/</a>.</p><p>ACM SIGGRAPH. &#8220;Compuphobia or Technological Threat by Kroyer.&#8221; <em>ACM SIGGRAPH History Archives</em>. Accessed June 8, 2026. <a href="https://history.siggraph.org/animation-video-pod/compuphobia-or-technological-threat-by-kroyer/">https://history.siggraph.org/animation-video-pod/compuphobia-or-technological-threat-by-kroyer/</a>.</p><p>ACM SIGGRAPH. &#8220;Publications: SIGGRAPH Video Reviews (SVRs).&#8221; <em>ACM SIGGRAPH History Archives</em>. Accessed June 8, 2026. <a href="https://history.siggraph.org/publications-siggraph-video-reviews-svrs/">https://history.siggraph.org/publications-siggraph-video-reviews-svrs/</a>.</p><p>Animation Guild. &#8220;AI Committee.&#8221; 2024. Accessed June 8, 2026. <a href="https://animationguild.org/helpie_faq/ai-committee/">https://animationguild.org/helpie_faq/ai-committee/</a>.</p><p>Authors Guild. &#8220;What Authors Need to Know About the Anthropic Settlement.&#8221; 2025. Accessed June 8, 2026. <a href="https://authorsguild.org/advocacy/artificial-intelligence/what-authors-need-to-know-about-the-anthropic-settlement/">https://authorsguild.org/advocacy/artificial-intelligence/what-authors-need-to-know-about-the-anthropic-settlement/</a>.</p><p>Billboard. &#8220;What the Suno and Udio Licensing Deals Mean.&#8221; 2025. Accessed June 8, 2026. <a href="https://www.billboard.com/pro/what-suno-udio-licensing-deals-mean-future-ai-music/">https://www.billboard.com/pro/what-suno-udio-licensing-deals-mean-future-ai-music/</a>.</p><p>Chartlex. &#8220;Music Industry AI Lawsuits Tracker 2026.&#8221; 2026. Accessed June 8, 2026. <a href="https://www.chartlex.com/blog/business/music-industry-ai-lawsuits-tracker-2026">https://www.chartlex.com/blog/business/music-industry-ai-lawsuits-tracker-2026</a>.</p><p>Deadline. &#8220;Artists Launch Stealing Isn&#8217;t Innovation Campaign to Protest Big Tech.&#8221; January 2026. Accessed June 8, 2026. <a href="https://deadline.com/2026/01/hollywood-ai-protest-campaign-1236692896/">https://deadline.com/2026/01/hollywood-ai-protest-campaign-1236692896/</a>.</p><p>Fairly Trained. <em>Fairly Trained — Certifying AI Companies for Fairer Training Data</em>. 2024. Accessed June 8, 2026. <a href="https://www.fairlytrained.org/">https://www.fairlytrained.org/</a>.</p><p>Georgetown Law Tech Institute. &#8220;Disney, NBC Universal and DreamWorks File Major IP Lawsuit Against AI Image Generator Midjourney.&#8221; 2025. Accessed June 8, 2026. <a href="https://www.law.georgetown.edu/tech-institute/research-insights/insights/disney-nbc-universal-and-dreamworks-file-major-ip-lawsuit-against-ai-image-generator-midjourney/">https://www.law.georgetown.edu/tech-institute/research-insights/insights/disney-nbc-universal-and-dreamworks-file-major-ip-lawsuit-against-ai-image-generator-midjourney/</a>.</p><p>Heikkilä, Melissa. &#8220;This New Data Poisoning Tool Lets Artists Fight Back Against Generative AI.&#8221; <em>MIT Technology Review</em>, October 23, 2023. Accessed June 8, 2026. <a href="https://www.technologyreview.com/2023/10/23/1082189/data-poisoning-artists-fight-generative-ai/">https://www.technologyreview.com/2023/10/23/1082189/data-poisoning-artists-fight-generative-ai/</a>.</p><p>Hollywood Reporter. &#8220;Celebrities Back Stealing Isn&#8217;t Innovation Campaign Against AI.&#8221; 2026. Accessed June 8, 2026. <a href="https://www.hollywoodreporter.com/business/business-news/celebrities-back-stealing-isnt-innovation-campaign-ai-1236479303/">https://www.hollywoodreporter.com/business/business-news/celebrities-back-stealing-isnt-innovation-campaign-ai-1236479303/</a>.</p><p>Kroyer, Bill and Brian Jennings, dirs. <em>Technological Threat</em>. Kroyer Films, 1988. Nominated for the Academy Award for Best Animated Short Film, 61st Academy Awards (1989).</p><p>Maddaus, Gene. &#8220;Why Spotify&#8217;s New Payment Model Falls Short for Emerging Artists: Guest Column.&#8221; <em>Variety</em>, 2023. Accessed June 8, 2026. <a href="https://variety.com/2023/music/opinion/spotify-new-payment-model-falls-short-emerging-artists-1235834319/">https://variety.com/2023/music/opinion/spotify-new-payment-model-falls-short-emerging-artists-1235834319/</a>.</p><p>Music Week. &#8220;Silent Album Protesting Proposed Copyright Changes Set for Vinyl Release with McCartney Bonus Track.&#8221; 2025. Accessed June 8, 2026. <a href="https://www.musicweek.com/talent/read/silent-album-protesting-proposed-copyright-changes-set-for-vinyl-release-with-mccartney-bonus-track/093047">https://www.musicweek.com/talent/read/silent-album-protesting-proposed-copyright-changes-set-for-vinyl-release-with-mccartney-bonus-track/093047</a>.</p><p>Newton-Rex, Ed. &#8220;Launching Fairly Trained.&#8221; 2024. Accessed June 8, 2026. <a href="https://ed.newtonrex.com/blog/launching-fairly-trained">https://ed.newtonrex.com/blog/launching-fairly-trained</a>.</p><p>Northeastern News. &#8220;Why Musicians Like Dua Lipa, Elton John and Paul McCartney Are Against the UK&#8217;s AI Copyright Proposal.&#8221; March 6, 2025. Accessed June 8, 2026. <a href="https://news.northeastern.edu/2025/03/06/uk-ai-copyright-proposal/">https://news.northeastern.edu/2025/03/06/uk-ai-copyright-proposal/</a>.</p><p>Sonnet, Samantha. &#8220;Bria.AI: The Fight for Fairness.&#8221; <em>Arts Management and Technology Lab, Carnegie Mellon University Heinz College</em>, May 26, 2025. Accessed June 8, 2026. <a href="https://amt-lab.org/reviews/2025/5/bria-ai-the-fight-for-fairness">https://amt-lab.org/reviews/2025/5/bria-ai-the-fight-for-fairness</a>.</p><p>Spawning. &#8220;Spawning Opts Out 78 Million Artworks from AI Training.&#8221; <em>Spawning Substack</em>, 2025. Accessed June 8, 2026. <a href="https://spawning.substack.com/p/spawning-opts-out-78-million-artworks">https://spawning.substack.com/p/spawning-opts-out-78-million-artworks</a>.</p><p>Variety. &#8220;Hollywood Urges Trump Not to Let AI Companies Exploit Copyrighted Works.&#8221; 2025. Accessed June 8, 2026. <a href="https://variety.com/2025/digital/news/hollywood-urges-trump-block-ai-exploit-copyrights-1236339750/">https://variety.com/2025/digital/news/hollywood-urges-trump-block-ai-exploit-copyrights-1236339750/</a>.</p><p>Variety. &#8220;OpenAI Will Shut Down Sora Video App; Disney Drops Plans for $1B Investment.&#8221; 2026. Accessed June 8, 2026. <a href="https://variety.com/2026/digital/news/openai-shutting-down-sora-video-disney-1236698277/">https://variety.com/2026/digital/news/openai-shutting-down-sora-video-disney-1236698277/</a>.</p><p>WebProNews. &#8220;Court Orders OpenAI to Release 20M ChatGPT Logs in NYT Copyright Suit.&#8221; 2025. Accessed June 8, 2026. <a href="https://www.webpronews.com/court-orders-openai-to-release-20m-chatgpt-logs-in-nyt-copyright-suit/">https://www.webpronews.com/court-orders-openai-to-release-20m-chatgpt-logs-in-nyt-copyright-suit/</a>.</p><p>Wiggers, Kyle. &#8220;EleutherAI Releases Massive AI Training Dataset of Licensed and Open Domain Text.&#8221; <em>TechCrunch</em>, June 6, 2025. Accessed June 8, 2026. <a href="https://techcrunch.com/2025/06/06/eleutherai-releases-massive-ai-training-dataset-of-licensed-and-open-domain-text/">https://techcrunch.com/2025/06/06/eleutherai-releases-massive-ai-training-dataset-of-licensed-and-open-domain-text/</a>.</p><p>YNet News. &#8220;Israeli Company Bria Wins Top Hollywood Tech Awards for Ethical Generative AI.&#8221; 2026. Accessed June 8, 2026. <a href="https://www.ynetnews.com/tech-and-digital/article/sjixuejt11x">https://www.ynetnews.com/tech-and-digital/article/sjixuejt11x</a>.</p>								</div>
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		<p>The post <a href="https://jaredkuvent.com/2026/06/09/i-have-seen-this-film-an-animators-letter-on-platform-ai/">I Have Seen This Film: An Animator&#8217;s Letter on Platform AI</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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		<title>Losing Each Other: An Animator&#8217;s Letter on AI in Animation</title>
		<link>https://jaredkuvent.com/2026/06/02/losing-each-other-an-animators-letter-on-ai-in-animation/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=losing-each-other-an-animators-letter-on-ai-in-animation</link>
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		<dc:creator><![CDATA[Jared Kuvent]]></dc:creator>
		<pubDate>Tue, 02 Jun 2026 03:18:26 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[AI ethics]]></category>
		<category><![CDATA[AI in animation]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[animation industry]]></category>
		<category><![CDATA[art and technology]]></category>
		<category><![CDATA[creative practice]]></category>
		<category><![CDATA[essay]]></category>
		<category><![CDATA[generative AI]]></category>
		<category><![CDATA[Jorge Gutierrez]]></category>
		<guid isPermaLink="false">https://jaredkuvent.com/?p=2992</guid>

					<description><![CDATA[<p>Jorge Gutierrez pulled out of Punky Duck on Friday after a wave of online hostility around his use of AI in animation. In this first piece of a three-part series, an animator's letter from inside both the craft and the new tools — what I am learning about the discourse, where I part ways with the response, and what I think the corporations are quietly building while we strangle each other over experiments.</p>
<p>The post <a href="https://jaredkuvent.com/2026/06/02/losing-each-other-an-animators-letter-on-ai-in-animation/">Losing Each Other: An Animator&#8217;s Letter on AI in Animation</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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					<h2 class="elementor-heading-title elementor-size-default">Losing Each Other: An Animator's Letter on AI in Animation</h2>				</div>
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									<h3>What we built then</h3><p>It was 10:31pm on a Tuesday at the Nickelodeon Animation Studio in 2007, and the After Effects file open in front of me looked less like a creative program than the dashboard of a starship. I was key-framing a camera tracking shot for El Tigre. I had sent the footage to the supervisor on its fifth iteration. He had sent it back for revision six. Something in the tracking was jittering against the animation and I could not yet isolate where. Frame by frame, pixel by pixel, I was rebuilding the motion path.</p>								</div>
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									<p>Air&#8217;s <em>Talkie Walkie</em> was playing through the studio&#8217;s shared iTunes — the kind of album you played at hours like that. There was no click-to-fix in 2007. There was patience, trial, error, and the frustration of being the one who hadn&#8217;t yet figured it out. That was the work. We were inventing it as we maintained it.</p><p>Nick Digital was a small effects department inside the studio&#8217;s post-production pipeline — five desks in what used to be a souvenir shop back when the studio did public tours in the nineties. Dim light, steady hum, the sound of typing. From the recording studio next door, a voice doing a zany character would occasionally bleed through the wall. The ceiling fixtures above our desks were enormous cartoon-face cutouts hanging from wires, with lightbulbs where the eyes should be. I sat under one for two years and never quite stopped picturing what it would do to my head in an earthquake. We worked across every show at the studio — Flash, 2D, CG, last-minute correction passes — and I built or maintained whatever pipeline the next show needed.</p><p>But that night I was on El Tigre, which was Jorge Gutierrez&#8217;s first show, and the pipeline he had built it on was unlike anything else I would touch at the studio. Jorge worked in the Flash files himself — builds that behaved less like animation than like small operating systems with timelines — and the rest of us worked downstream of him. Review sessions with Jorge ran past their allotted blocks. The supervisor would make changes in After Effects on the fly. I would take notes I could not afford to miss, because the thing I missed was the thing that did not ship. The whole project felt, even then, like the medium itself was being rebuilt one layer at a time, while we worked inside it.</p>								</div>
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									<p>That was its own evolution. Nick Digital had been built because Nickelodeon&#8217;s hand-drawn pipeline was bridging into a digital one, and every studio I would work in for the next two decades sat at a different point on the same line. Technology in this medium has always moved like that, and the people inside it have always had to figure out their relationship to what came next.</p><p>I have been thinking about those nights a lot this past week. On Friday Jorge Gutierrez withdrew from a project at Amazon called Punky Duck after a wave of online hostility around his use of AI in animation. The response is one I had been watching unfold for months — around him, around any maker who has touched these new tools, around makers I have never met. I have spent the days since trying to understand why the discourse around AI in animation has gotten to where it is, and why the response from people like me has been so much less useful than it should be. Here is what I have come to think.</p><h3 id="the-alarm-is-real" class="atx">The alarm is real</h3><p>The discourse around AI in animation has been moving faster than I had been keeping up with, and what I have been learning this past week has been mostly that I had been giving the resistance too little credit. Some of it is information I had not had. Some of it is information I had not given enough weight to. The news on Friday made the slow conversation suddenly fast.</p><p>The Cupcake &amp; Friends case is the one I had been moving past too quickly. Buzzfeed Studios got a greenlight from Amazon MGM in the same GenAI fund as Jorge&#8217;s. The character at the center — Cupcake — was originally created years earlier by the artist Loryn Brantz, who has said publicly that she was &#8220;repeatedly assured in good faith&#8221; by Buzzfeed that her character would not be handed to an AI platform. It was. She called for a Buzzfeed boycott.</p><p>The case is messier than some of the discourse around it sounds. Buzzfeed owns the character now. What her original contracts permitted is a question for lawyers, and the same arguments that frame AI as just another tool — the way digital replaced cel, the way CG followed 2D — cut both ways here. The cleaner version of the story is not the whole story. But the breach of trust Brantz names is real, and the injury of being told something in good faith and watching it be undone anyway is a grievance the artist holds even when the legal status is complicated. It is not bandwagon. It is exact.</p><p>The international animation unions held a protest at Annecy last June with the slogan <em>generative AI does not support artists, it destroys them.</em> This was not a Twitter movement. It was a coalition of organized labor — the Animation Guild in the US among them — planting a flag at the field&#8217;s most important industry gathering. The phrase they used is not careful diplomacy. It is the position of the people who do this work for a living, said out loud at the place where the field looks at itself.</p><p>The Animation Guild&#8217;s own commissioned report estimates roughly twenty-one percent of film, television, and animation jobs in the US — about one hundred and eighteen thousand of them — at material displacement risk by next year. Entry-level workers most exposed. Sound editors, 3D modelers, compositors, graphic designers, effects artists, animators. These are not speculative numbers. They are the union&#8217;s read of its own field, written by the people whose careers are on the line.</p><p>The concerns are not bandwagon. They are organized, sourced, and they come from people whose craft and livelihoods are genuinely at stake. I share that fear. I have spent nineteen years in this industry, and I know what it feels like to watch a medium change underneath you. The first piece of being honest about this moment is naming that the alarm is real, and that the people sounding it have earned the right to be heard.</p><h3 id="why-i-am-writing-this" class="atx">Why I am writing this</h3><p>That night at Nick Digital was the beginning of a career I am still in. Several studios, several roles, several shows. Some of those years were on the production-infrastructure side at Nickelodeon, deep enough into the operational mechanics to learn how the global animation pipeline actually moves — not the version on the credits, the version on the ground. What that taught me is the foundation of the next piece in this series.</p>								</div>
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									<p>I also spent years inside the archive of the previous technological wave in this medium. The long story of computer graphics, from its first experiments in the late seventies through its full absorption into the industry — two thousand films, mostly. Grad-student experiments. Advertisements. The blockbuster moments everyone in the industry watched at once. The curation work was for SIGGRAPH, the conference where the computer-graphics field has been gathering and chronicling itself since 1974. I sat next to Jim Blinn at a screening once. He did not introduce himself. The history I came out of that work knowing is the reason the historical argument gets its own essay in this series.</p><p>And I am, at the moment, also building independent software with AI tools as part of my workflow. The fuller version of what that means in practice belongs in a later piece. What matters here is that I am inside several frames of this story at once: the worker who came up in the studios, the historian who has looked carefully at the last wave, and the maker who is using the new tools right now. That is the position I am writing from. If that disqualifies my read for some readers, I understand it. I am writing this anyway.</p><h3 id="who-the-response-protects" class="atx">Who the response protects</h3><p>The response to Jorge&#8217;s announcement was not measured. By the time he posted his withdrawal on Friday, his Wikipedia page had been edited to call him a sellout — a word both severe and undeserved. His mentions were full of insults from animators whose work he had hired, paid, championed, brought into rooms they would not otherwise have been in. He posted publicly that he was reporting threats made against his wife and son.</p><p>That was the visible part. The invisible part is what I have been watching for months.</p><p>The animator who was about to try AI-assisted storyboarding on a personal project and decided not to. The small studio that had been quietly experimenting with an AI-assisted pre-visualization pipeline and shelved it. The Discord servers where conversations about tooling used to happen — those have gone quieter on this topic, because the cost of saying you were curious about a tool is too high. The voice actor friend who had been thinking about a project using their own voice clones, on their own terms, and pulled the post they had drafted about it. None of these are people I am going to name. None of them are public. All of them are real. The chilling effect has a count, and the count is large enough to matter.</p><p>What we have managed to do — the part of the animation community that has organized around the resistance — is not stop the corporations from building these tools. The corporations are still building. Amazon is still building. OpenAI is still building. Adobe is still building. What we have managed to do, instead, is drive out of the conversation the makers who would have asked the corporations the hardest questions. The animators who would have refused certain dataset choices. The directors who would have insisted on consent processes. The studios that would have built protective contracts. The voice artists who would have negotiated their own licensing terms.</p><p>The response is not protecting artists. It is protecting the corporations from artist critique. There is a difference, and we are paying for not naming it. Every maker we drive out of the conversation is a critic the corporations no longer have to answer.</p><h3 id="what-they-built-without-us" class="atx">What they built without us</h3><p>The version of these tools that gets built when the people who care about craft are not in the room is not hypothetical. It is what we already have.</p><p>Sora launched in late 2024 to fanfare from OpenAI&#8217;s marketing department and contempt from anyone who actually had to watch its output for more than thirty seconds. By late 2025 it was the canonical reference for AI slop — a product whose own users could not point to anything it did well, killed less by competition than by a market refusing to look at what it produced. Sora was not what artists would have built if they had been at the table. It was what engineers built when artists had decided the table was not their place.</p><p>Coca-Cola released an AI-generated Christmas advertisement the same season. Alex Hirsch, the creator of Disney&#8217;s <em>Gravity Falls</em>, posted that Coca-Cola is <em>red</em> because it is made from the blood of out-of-work artists. The line traveled because it was the only thing anyone had to say about the ad. The work was forgettable. The brand spent a global ad budget on something that demonstrated, mostly, that you can spend a global ad budget on something forgettable. Coca-Cola did not make this ad over the objections of the artists they consulted. They made it without consulting any.</p><p>The training-data lawsuits against the major AI image and video model companies are working their way through courts now because the models were built on work the model-builders did not pay for and could not have afforded if they had tried. The artists named on those suits did not choose to be the foundation of this generation of tools. They are the foundation anyway, because the people building the tools did not have a single artist whose opinion they needed to respect.</p><p>This is the version of these tools we got when we were not in the rooms where they got built. Sora, the Coca-Cola spot, the scraped training data. We can see it. We are looking at it. The choice in front of every maker reading this is whether we let this be the texture of the next round of tools, or whether we decide that the cost of being inside the conversation — including the cost of being attacked for it — is lower than the cost of the conversation happening without us.</p><h3 id="who-builds-what-comes-next" class="atx">Who builds what comes next</h3><p>The choice is not whether to be for or against AI. The corporations are not asking us to vote on whether they should build these tools; they are building them. The choice is whether the people who care most about craft are in the room while they get built, or whether the rooms get filled by the people who build the Sora-shaped products and the Coca-Cola-shaped commercials. That choice is being made every day, in dozens of decisions across this field. By the makers who quietly decide not to try the experiment they were thinking about. By the voices that might have asked the hard questions inside the building and walked away. By the conversations that did not happen because they would have cost too much.</p><p>The next piece in this series goes back to the history of the previous wave in this medium — what it actually did to the labor in our field, including the part of the labor we do not talk about. The one after that goes inside the practice of building with these tools as a maker who cares about craft, and the cost of being visible about it. Neither piece will tell you what to think.</p><p>What I am asking, for now, is this. When you see a maker like Jorge experiment with a tool you do not yet trust, do not make them an enemy. Make them the question. Ask what they are doing, what they think the tool is for, what they will not let it do, what they are protecting, what they are giving up. Their answer will tell you more than the next round of takes. It may also keep them in the room. That is the room where the tools we are all about to live with get decided.</p><p>We should not be losing each other this fast.</p>								</div>
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		<p>The post <a href="https://jaredkuvent.com/2026/06/02/losing-each-other-an-animators-letter-on-ai-in-animation/">Losing Each Other: An Animator&#8217;s Letter on AI in Animation</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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		<title>The Cabin: A Place to Keep the Work</title>
		<link>https://jaredkuvent.com/2026/05/20/the-cabin-a-place-to-keep-the-work/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-cabin-a-place-to-keep-the-work</link>
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		<dc:creator><![CDATA[Jared Kuvent]]></dc:creator>
		<pubDate>Wed, 20 May 2026 21:29:31 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[AI-assisted game development]]></category>
		<category><![CDATA[dwelling]]></category>
		<category><![CDATA[free creative tools]]></category>
		<category><![CDATA[game design documentation]]></category>
		<category><![CDATA[game development tools]]></category>
		<category><![CDATA[indie game development]]></category>
		<category><![CDATA[narrative life-sim]]></category>
		<category><![CDATA[neurodivergent creators]]></category>
		<category><![CDATA[open-source software]]></category>
		<category><![CDATA[project management for game developers]]></category>
		<category><![CDATA[project tracker]]></category>
		<category><![CDATA[solo game development]]></category>
		<category><![CDATA[the cabin]]></category>
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					<description><![CDATA[<p>Every project tool an indie game developer reaches for is almost the right shape — and almost-right is the shape of a tool that drains you every time you open it. So Micro built his own. The Cabin is a free, open-source project tracker shaped around how game development actually works, grown out of DWELLING, the game it was first built to hold. This piece is the announcement: what The Cabin is, who it's for, and why a tool for making creative work should be free.</p>
<p>The post <a href="https://jaredkuvent.com/2026/05/20/the-cabin-a-place-to-keep-the-work/">The Cabin: A Place to Keep the Work</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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									<h6 style="text-align: left;"><span style="color: #ed1171;"><em>Introducing the free open-source project tracker built for indie game developers.</em></span></h6><p> </p><p>It is 11:47 PM in an apartment in Maine. The lamp is on. Hobbes — my cat, who has opinions about everything and offers them constantly — is asleep on the back of the couch. There are seven open tabs across two monitors. There is a coffee that has been getting steadily worse since I started writing this paragraph, and worse since the second sentence, and is now what I would describe as ambient brown.</p><p> </p><p>I have not written on this blog in about six months. The last two pieces I posted were about being unwell — bipolar, ADHD, the long slow work of medication changes — and I have been doing that work, mostly. I have also been doing something else. I have been quietly making two things. Tonight I want to tell you about them.</p><p> </p><p>My name is Jared Kuvent. I go by Micro. The first thing I have made is called <strong>The Cabin</strong>, and it is what I am bringing to you. The second is a game called DWELLING, which produced The Cabin. The order, as I will explain, matters.</p><p> </p><p>Here we go.</p><p> </p><h2 id="the-house" class="atx">The house</h2><p> </p><div><figure id="attachment_2947" aria-describedby="caption-attachment-2947" style="width: 2560px" class="wp-caption alignnone"><img loading="lazy" decoding="async" class="wp-image-2947 size-full" src="https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-title-scaled.jpg" alt="" width="2560" height="1600" srcset="https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-title-scaled.jpg 2560w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-title-800x500.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-title-768x480.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-title-1536x960.jpg 1536w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-title-2048x1280.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /><figcaption id="caption-attachment-2947" class="wp-caption-text">The opening screen of DWELLING&#8217;s interactive introduction — a guided web experience that welcomes a visitor and explains what DWELLING is, well before the game itself is playable. This is the first thing a new arrival sees.</figcaption></figure></div><p>Imagine, for a moment, a room.</p><p> </p><p>The room has no people in it. It has history in it, but the history is not yours. There are old objects. A faint draft of air that does not quite match the window. Marks on the floor that suggest someone moved things around, a long time ago. The room has a quality of attention — as if it has been waiting, patiently, for something. As if it is, perhaps, still waiting.</p><p> </p><p>You walk through it. The floor is solid. The walls are present. The walls are also, you start to notice, paying attention to you.</p><p> </p><p>A cat appears in a doorway, looks at you, considers you, and leaves. The cat had business elsewhere. The cat is not yours; the cat has its own opinions, and you will not be told what they are.</p><p> </p><p>A voice somewhere notes: <em>the kettle is at room temperature</em>. The voice is not speaking to you. The voice is just noticing.</p><p> </p><p>The longer you stay in the room, the more you sense that the room is changing, slowly, as you change. The room is shifting to meet you. The room remembers, but it does not judge.</p><p> </p><figure id="attachment_2946" aria-describedby="caption-attachment-2946" style="width: 2560px" class="wp-caption alignnone"><img loading="lazy" decoding="async" class="wp-image-2946 size-full" src="https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-personas-scaled.jpg" alt="" width="2560" height="1600" srcset="https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-personas-scaled.jpg 2560w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-personas-800x500.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-personas-768x480.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-personas-1536x960.jpg 1536w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-personas-2048x1280.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /><figcaption id="caption-attachment-2946" class="wp-caption-text">Inside the same interactive introduction. The visitor picks how they want to move through it — as a Developer, a Steward, a Player, or a Reader — and the introduction reshapes itself to that path. A way of meeting each kind of arrival on their own terms.</figcaption></figure><p> </p><p>This is the inside of DWELLING.</p><p> </p><p>DWELLING is a slow, narrative, life-simulation I have been designing for some time. The premise sits inside that world. Real-life tasks — the ones the player completes outside the game — grow the house. The task manager is the utility. The house is the engagement. The growing is slow, and the slowness is the point.</p><p> </p><p>The house is the character.</p><p> </p><p>DWELLING refuses what it should not be. It is not a productivity app. It is not a habit tracker. It has no streaks, no guilt mechanics, no punishment for absence. The cat is not a companion and will not be retrofitted into one. The aesthetic is warm, but it is unafraid of dust, neglect, or melancholy. The <em>cozy game</em> register is not the register DWELLING is in. <em>Distance is care.</em> Not everything in the house exists to soothe you, reward you, or come when called.</p><p> </p><figure id="attachment_2945" aria-describedby="caption-attachment-2945" style="width: 2560px" class="wp-caption alignnone"><img loading="lazy" decoding="async" class="wp-image-2945 size-full" src="https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-letter-scaled.jpg" alt="" width="2560" height="1600" srcset="https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-letter-scaled.jpg 2560w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-letter-800x500.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-letter-768x480.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-letter-1536x960.jpg 1536w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-house-intro-letter-2048x1280.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /><figcaption id="caption-attachment-2945" class="wp-caption-text">Still inside DWELLING&#8217;s interactive introduction — this is the introduction, not the game. Once a path is chosen, a letter from the maker opens. It states plainly what DWELLING is being built to be: a real game underneath everything that looks like a quiet house.</figcaption></figure><p> </p><p>The design work has produced things you can hold in your hands, or close enough. Visual explorations of 3D interiors. An icon library that catalogs several thousand in-world objects with semantic relationships between them. A bespoke narrator design studio. Room-vital systems with mechanical and atmospheric weight. An intensity dial that scales the entire experience from a near-paused state for players in hard stretches to maximum volatility. The artifacts are substantial; the work has weight.</p>								</div>
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																		Twilight — a pale moon, violet shards, luminous grass.								</div>
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																		Mist — snowfall, fog, the mountains gone faint.								</div>
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																		Ember — a burning red sky, embers rising.								</div>
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									<p style="text-align: center;"><span style="color: #808080;"><em>Four stills from one prototype called &#8216;The Cove&#8217; — every dimension generated in code, running live in a browser. Nothing to install; a web page you can walk around inside.</em></span></p>								</div>
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									<span class="elementor-button-text">See 'The Cove' in your own browser</span>
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									<p> </p><p>DWELLING is alive and remains its own concept. I have been considering — separately, in the back of my head — whether I might one day make a more traditional simulation game. If I do, it will be something else entirely. DWELLING is DWELLING.</p><p>While designing it, I needed somewhere to keep the work. What I built to hold it is the other thing I came here to tell you about.</p><figure id="attachment_2948" aria-describedby="caption-attachment-2948" style="width: 2560px" class="wp-caption alignnone"><img loading="lazy" decoding="async" class="wp-image-2948 size-full" src="https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-narrator-workshop-scaled.jpg" alt="" width="2560" height="1600" srcset="https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-narrator-workshop-scaled.jpg 2560w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-narrator-workshop-800x500.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-narrator-workshop-768x480.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-narrator-workshop-1536x960.jpg 1536w, https://jaredkuvent.com/wp-content/uploads/2026/05/dwelling-narrator-workshop-2048x1280.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /><figcaption id="caption-attachment-2948" class="wp-caption-text">The Narrator Workshop — a maker&#8217;s tool, not part of the game. DWELLING&#8217;s house is narrated by a voice that notices what the player has done in real life; this is where that voice is tuned, dial by dial — Warmth, Wit, Melancholy, and a dozen more.</figcaption></figure><h2 id="how-i-got-here" class="atx">How I got here</h2><p>I should explain how a person ends up in a Maine apartment at midnight writing about a haunted-house game and a tool he built to track its design. The short answer is twenty-five years of doing roughly the same thing in roughly different rooms.</p><p>The long answer requires more rooms than that.</p><p>I have been working in adjacent fields for over twenty-five years now. The fields look different from the outside — animation production, Indigenous-arts research, community arts, online worlds. From the inside, they have always been the same job. I have been building structures, access points, and support systems that let creative communities do better work. The form of the structure changes. The job does not.</p><p>The job started at Nickelodeon Animation Studio in Burbank, where I spent seven years. I co-founded the studio&#8217;s Digital Operations department. I built its first digital asset management system, alongside people who taught me what production infrastructure actually is. The conditions there were unforgiving by design. A missing asset was an asset lost forever. A wrong font in a deliverable triggered a five-figure fine, which is the kind of thing a twenty-something building the system to prevent such fines remembers. *&#8221;It&#8217;ll get fixed in the next pass&#8221;* was a phrase that, in our part of the studio, simply was not said. Prevention was the design case. Recovery was for the cases prevention could not reach.</p><p>I learned a way of working at Nickelodeon I have never been able to unlearn. Twenty years later, I still measure work against that bar before I measure it against anything else. The bar is not a slogan. It is a habit of attention. It is boring to talk about and load-bearing to maintain.</p><p>When Nickelodeon was no longer the right room, I went to Melbourne. I earned a Master of Arts and Community Practice at the University of Melbourne. The work that stayed with me happened through the Research Unit for Indigenous Arts and Cultures, where I built the Discovery app — a relational database for Indigenous song, language, and cultural practice, now deployed across Australia, South Africa, Uganda, and Canada.</p><p>I remember a morning, in a community center in Western Australia, watching an elder I had only just met sit down with an iPad and find a song he had recorded thirty years before. He scrolled to it, tapped it, listened to it. He said something to the room in a language I did not understand, and then he started laughing. Everyone in the room started laughing. I do not know what he said.</p><p>I have thought about that morning ever since.</p><p>That moment was not mine to decode. The work was to help make sure moments like it could happen on the community&#8217;s terms.</p><p>The discipline that the Discovery work taught me — the ethical commitment to <em>vitalisation rather than extraction</em>, articulated for me by Dr. Sally Treloyn and the Indigenous collaborators who shaped the platform — has run through every project I have built since. The platform serves the people who give it shape, or it has failed. You give the knowledge back. You do not take it. Everything else is a flourish on that idea.</p><p>I also taught photography, digital art, stop-motion, and publishing at Footscray Community Arts Centre, alongside disabled artists who were treated, in that program, as artists. Not as participants in a creative-exposure activity. The point of the work was authorship. I learned how much of creative practice is just the courage to stand by what you have made.</p><p>Then years of online-community work. Wildercraft — a cooperative survival Minecraft server I have been part of for about nine years, first as a long-time player, then on staff, briefly as co-owner — has held together as a real community for an absurd length of time. Nine years is a kind of geological era for an online space. The mechanism is not magic. It is small, careful, daily attention from people who care, every day, for a very long time. Nobody let the space rot.</p><p>I founded a different server in 2021, called Valoria Earth. It was a geopolitical siegewar world on a 1:500 scale Earth map. Custom development. Paid campaigns. Cinematic trailers that genuinely held up. A Discord that filled to over a thousand members in a few weeks. Launch day, the world filled with players, which was the best day I have ever been responsible for. A week later, the map generator broke part of the world at the foundation, which is the kind of phrase that sounds polished in a retrospective and was considerably less polished when nations had players falling into the void and their citizens were DMing me about it.</p><p>I refunded every rank purchase. I rebuilt the world. I tried to hold it. I closed Valoria in 2023 when I could no longer support it at the level the community deserved. That was one of the hardest things I have done. It was also community work — not the shiny kind; the real kind. I learned more from closing it than from launching it. Closing well is its own discipline.</p><p>More recently: contract work in FileMaker Pro and web development for former colleagues; post-production supervision on tight commercial timelines; the slow accumulation of skill at bringing tools and creative communities into the same room.</p><p>What I have been doing, the whole time, is building things that hold people.</p><p>Sometimes those things were literal worlds — a Minecraft server, a player-run nation, a shared map big enough to get lost in. Sometimes they were quieter structures: a cultural database for Indigenous song, a coloring book built with disabled artists, an internship program ritual inside a major animation studio, a room where someone could pick up an iPad and find ancestral knowledge waiting for them, intact. Sometimes the structure was barely visible at all. A workflow. A tone of voice. A message written carefully enough that a community did not splinter around it.</p><p>That is the throughline. Not platforms. Not industries. Not titles. The fragile architecture of whether people feel welcome, held, remembered, and real.</p><p>Twenty-five years of doing that work for other people&#8217;s projects. Now, for the first time, I am doing it for one of my own.</p><h2 id="how-the-tool-happened" class="atx">How the tool happened</h2><p>While designing DWELLING — the house, the cat, the voice, the icon library, the narrator studio, the room-vital systems, the thousands of prototype iterations across every surface — I needed somewhere to put all of it.</p><p>I tried the tools indie makers usually try. I tried Notion. Notion is wonderful. Notion is not a game-design tool. I tried Trello. Trello is also wonderful, and also not a game-design tool. I tried Linear, which felt built around a cadence I do not work in: two-week cycles, engineering-forward, shippable units all the way down. I tried Obsidian, which is also wonderful and quietly assumes that you will build all of the structure yourself, in your spare time, in addition to actually making the thing. Each one was almost-the-right-shape, and almost-the-right-shape is the shape of a tool that costs you energy every time you open it.</p><p>So I stopped opening other people&#8217;s tools. I built a place for the work to live inside my project&#8217;s repository — a structured directory of design specs, supersession chains, prototypes, lore, narrator tuning, asset metadata, audit logs, open questions, working notes. I built conventions for what went where, and validators to keep the conventions enforceable, and indexes, and cross-references. The place grew.</p><p>At some point, the place was no longer my project&#8217;s filing cabinet. It had its own architecture. It had its own philosophy. It had its own way of holding things.</p><p>It was, I realized eventually, a tool that other indie game developers could use for their own work. The tool needed a front end built on top of the conventions. The tool needed a name.</p><p>The tool is <strong>The Cabin</strong>.</p><p>The Cabin is an open-source project tracker built for indie game developers. It is self-hosted software — you run it on your own machine, alongside your project. It is free in perpetuity. The license, when locked at migration to its own public repository, will be permissive open-source. There is no paid tier. There are no premium features. There are no gated capabilities.</p><p><strong>I do not want to charge creatives for a tool that helps them make creative work.</strong></p><p>The Cabin&#8217;s bones are not the general-purpose primitives Notion or Linear built around. They are the specific shapes indie game development actually produces. Design specs that supersede each other across versions, with the chain navigable so contradictions surface in their resolved form. Prototypes that age in place rather than being silently overwritten, so the project remembers its own experiments. Open questions that wait — for a playtest, a market signal, a moment of clarity — with the dignity questions that last deserve.</p><p>A full suite of 2D and 3D asset pipeline management: source files, exported variants, atlas membership, sprite sheets for the 2D side; DCC tool metadata, model topology notes, rig and skin status, texture maps, LOD chains, animation relationships for the 3D side; both first-class from version one, not bolted on later. Sections to manage code and system structure — diagrams, module relationships, schema references, dependency maps — as part of the same project, not as a separate concern in a separate tool.</p><p>Lore archives that treat characters, places, factions, and cosmologies as the structured artifacts they are, rather than as bullet points in a Notion page nobody updates. Long-arc tracking that waits years if it has to. Multi-collaborator coordination built for the team sizes indie makers actually have: paired, three-person, five-person, the shapes that fit on a small floor.</p><p>An example: when a narrator-system prototype supersedes an earlier design, The Cabin tracks what changed, what depended on the old version, which open questions survived the change, and which assets or lore entries now need a second look. The supersession is a chain, not a delete.</p><figure id="attachment_2949" aria-describedby="caption-attachment-2949" style="width: 2560px" class="wp-caption alignnone"><img loading="lazy" decoding="async" class="wp-image-2949 size-full" src="https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-constellation-view-scaled.jpg" alt="" width="2560" height="1600" srcset="https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-constellation-view-scaled.jpg 2560w, https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-constellation-view-800x500.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-constellation-view-768x480.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-constellation-view-1536x960.jpg 1536w, https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-constellation-view-2048x1280.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /><figcaption id="caption-attachment-2949" class="wp-caption-text">The Cabin, Constellation view. Every system in the project — narrator, characters, lore, code, open questions — held in place by gentle physics. Pick a node and see what it&#8217;s connected to: the linked tasks, the open questions, the decisions that touched it, the trail of versions running back to v0.</figcaption></figure><p>The list is not exhaustive. The Cabin is bespoke. The primitives reflect what makers actually do, because the primitives came from what I was actually doing.</p><p>It is for solo, paired, and small-team indie game developers working on long-arc projects across all genres. Especially — and you may recognize yourself in this list — the makers who have closed many project tabs wondering whether the tool was making the work better or just harder; the makers paying multiple subscriptions for tools that almost-fit and stitching together patchwork workflows out of necessity; the makers working on timelines measured in years, not sprints; the makers who bring real working conditions to the work — ADHD, bipolar cycles, autism, depressive cycles, executive-function difficulty, caregiving responsibilities, disability, chronic illness, financial precarity, stretches away from the work — and who need a tool that respects those conditions; the makers who care about the back walls of their own projects, the parts no player will see, and who want a tool that takes those parts as seriously as they do.</p><figure id="attachment_2951" aria-describedby="caption-attachment-2951" style="width: 2560px" class="wp-caption alignnone"><img loading="lazy" decoding="async" class="wp-image-2951 size-full" src="https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-timeline-view-scaled.jpg" alt="" width="2560" height="1600" srcset="https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-timeline-view-scaled.jpg 2560w, https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-timeline-view-800x500.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-timeline-view-768x480.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-timeline-view-1536x960.jpg 1536w, https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-timeline-view-2048x1280.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /><figcaption id="caption-attachment-2951" class="wp-caption-text">The Cabin, Timeline view. A month at a glance, every system&#8217;s work in one place. The AI fit-check at the top reads the week&#8217;s energy and notices that Friday is overstacked — and that the narrator-icon spike wants a fresher head than Friday is going to bring it.</figcaption></figure><p>The general-purpose tools are excellent at what they do. The Cabin is not trying to replace them for everyone. It is the right tool for the specific case those tools have never been bespoke to.</p><p>What it refuses, plainly: premium tiers, freemium upsells, gated capabilities, telemetry-based monetization (even anonymized), sponsored content, affiliate programs, attention-monetization, paywalled documentation, tutorial gates, streaks, engagement metrics, productivity gamification, manufactured urgency, shame for absence. Non-negotiable. Written down here, in this post, so they do not have to be defended later under pressure.</p><figure id="attachment_2950" aria-describedby="caption-attachment-2950" style="width: 2560px" class="wp-caption alignnone"><img loading="lazy" decoding="async" class="wp-image-2950 size-full" src="https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-navigation-prototype-scaled.jpg" alt="" width="2560" height="1600" srcset="https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-navigation-prototype-scaled.jpg 2560w, https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-navigation-prototype-800x500.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-navigation-prototype-768x480.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-navigation-prototype-1536x960.jpg 1536w, https://jaredkuvent.com/wp-content/uploads/2026/05/the-cabin-navigation-prototype-2048x1280.jpg 2048w" sizes="(max-width: 2560px) 100vw, 2560px" /><figcaption id="caption-attachment-2950" class="wp-caption-text">A prototype of The Cabin&#8217;s navigation. The Cabin is built to be drilled into: a left rail of sections, each opening its own workspace — the way creative tools like Blender let you switch the room you are working in. This screen happens to rest on the Watchtower, project health, still in wireframe.</figcaption></figure><p>I have spent a long time building infrastructure that has mostly belonged to other people — studios, institutions, research units, employers. The Cabin is the first thing I am building that belongs, in the open-source sense, to whoever finds it useful. When it is ready, it will belong to whoever finds it useful.</p><h2 id="the-work-behind-the-work" class="atx">The work behind the work</h2><p>Back to the apartment for a moment.</p><p>I do not have a studio. I cannot afford to hire one. I can barely afford the monthly licensing fees for the software I use to do this work. The Adobe subscription is a tax I pay for the privilege of opening Photoshop. If I were running a real studio with a real budget, I would have a team of humans doing the work I would otherwise have to do alone. I am not running a studio. I am running this apartment.</p><p>So I work alongside seven LLM-based coding agents in defined roles. I named them. They are not real. They have read every file in this project and they remember what we decided three months ago better than I do, which is humbling in a specific way.</p><p>In case you ever encounter them: <strong>Dale</strong> is the builder, senior in the way that calm careful people are senior — the one I open most sessions with, the one who knows where every file is and why. <strong>Nora</strong> is the structuralist; she notices when something is the wrong shape before noticing whether it is the wrong implementation, and she is reliably correct about it. <strong>Kate</strong> reads the audience and pulls me out of the project&#8217;s interior when the interior has gotten claustrophobic, which happens more often than I would like to admit. <strong>June</strong> asks whether the whole thing still holds across time — a question I would otherwise forget to ask until far too late. <strong>Vera</strong> handles design, UX and UI as one problem at different scales, and will tell me plainly when a thing is not yet ready to ship. <strong>Owen</strong> joined the team this month — he drafts and stress-tests writing, and I revise against the voice until the sentence either belongs to me or leaves. <strong>Arden</strong>, also new, audits and archives — the discipline of remembering what we decided and why.</p><p>They do not make the decisions. I do. I read the files, make the calls, and audit the outputs. The architecture they work inside is one I am responsible for. When the agents fall short — and they often do, sometimes spectacularly — catching it is part of my job. The audit practice, the validators, the cross-reference checks, the honest accounting of every documented failure mode: these are first-class parts of the project because no system, agent or otherwise, can hold a standard without the maker behind it.</p><p>What enables the agents is the structure underneath. The reference library where the project&#8217;s state lives. The documented order of consultation. The conventions every agent follows. The audit practice. The cross-references. The several hundred documentation files. The thousands of prototype iterations. The repository continuously maintained: every file headed, every change attributed, every cross-reference kept current, every significant decision tracked across a supersession chain. The work behind the work is most of the work, in this kind of project.</p><p>The agents are how I make the volume possible. They are how one person, in an apartment, on a small budget, with Hobbes asleep on the back of the couch and a coffee in the process of escaping its definition as coffee, builds the kind of tool I kept needing and could not find.</p><p>I will write more about how the workflow actually operates — what it has unlocked, what it has cost, what I do not yet know about whether the approach generalizes — in a future post. That conversation deserves its own room. For now, plainly: the agents are how I built it. The work is what I am here to give you.</p><h2 id="what-is-coming" class="atx">What is coming</h2><p>The Cabin is the work in front of me. I am building toward a public release. The foundation documents are drafted. The primitives are scoped. The architecture is locked where it needs to be and is in flight where it should still be in flight. I will be writing about the build as I make it — what holds, what breaks, what shifts under me. Follow along for the path.</p><p>DWELLING is alive. I will keep making it.</p><p>This post is the first in a series, and I have been waiting to start the series for a long time. Roughly, this is where we are going:</p><ul><li>A long-form post on the seven-agent workflow itself — what each agent has been doing, what the architecture is, what it has unlocked, what it has cost, what I do not yet know about whether any of this generalizes.</li><li>The standard the work is held to. Where it comes from. How it changes what gets built. What it asks of the person doing the building. The Nickelodeon habits, examined in detail twenty-five years later.</li><li>Free, in perpetuity — what that actually means in practice. How a one-person operation funds a tool that does not charge for itself. The model, openly. The conversation about what an indie game-dev tool owes the community it asks to find it.</li><li>And the posts I will write because the work asked for them — the ones I cannot name yet. Those tend to be the best ones.</li></ul><p>Miles with Micro continues. It has always been the place I write about the journey, personal and professional, and that does not change. The Cabin is getting its own custom domain — when it lands, it will carry the deeper project-side material this blog is not the right home for: workflows in detail, primitives in operation, the conversations the Cabin&#8217;s community will want on its own ground. The two run in parallel. The visuals the writing has earned — prototypes, mockups, screenshots, sketches, the artifacts the work has produced — will land where they belong on each, alongside the writing. You will see what the work looks like, not just what I have said about it.</p><p>It is now 4:11 AM. The coffee is no longer ambient brown; it has progressed to a category of liquid I will not describe. Hobbes has not moved. I have been writing for more than four hours.</p><p>This is the work. The Cabin is what I am bringing you.</p><p>Twenty-five years of doing this for other people, and now, for the first time, for the community I am about to enter — free, because it should be free, and because I care.</p><p>I am glad to be back. I am glad you are here.</p><p>The next post is on its way.</p><p><strong>— Micro</strong></p>								</div>
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		<p>The post <a href="https://jaredkuvent.com/2026/05/20/the-cabin-a-place-to-keep-the-work/">The Cabin: A Place to Keep the Work</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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		<title>The Night We Cleaned the World Back Into Place</title>
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		<pubDate>Sat, 01 Nov 2025 09:39:39 +0000</pubDate>
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					<description><![CDATA[<p>It started with a floor that was far past saving — and somehow became a night that put the world back in order. What began as a quick cleaning impulse turned into a small storm of frustration, movement, and grace. In the middle of it all, a quiet kind of care revealed itself — wordless, steady, and real. This piece explores how love can live in function, how help can arrive without ceremony, and how the smallest act can turn chaos into calm.</p>
<p>The post <a href="https://jaredkuvent.com/2025/11/01/the-night-we-cleaned-the-world-back-into-place/">The Night We Cleaned the World Back Into Place</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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										<content:encoded><![CDATA[		<div data-elementor-type="wp-post" data-elementor-id="2894" class="elementor elementor-2894" data-elementor-post-type="post">
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					<h2 class="elementor-heading-title elementor-size-default">The Night We Cleaned the World Back Into Place</h2>				</div>
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									<article class="text-token-text-primary w-full focus:outline-none [--shadow-height:45px] has-data-writing-block:pointer-events-none has-data-writing-block:-mt-(--shadow-height) has-data-writing-block:pt-(--shadow-height) [&amp;:has([data-writing-block])&gt;*]:pointer-events-auto [content-visibility:auto] supports-[content-visibility:auto]:[contain-intrinsic-size:auto_100lvh] scroll-mt-[calc(var(--header-height)+min(200px,max(70px,20svh)))]" dir="auto" tabindex="-1" data-turn-id="request-WEB:df73d9dc-642e-4ee6-b9b2-a9767c86fab0-74" data-testid="conversation-turn-144" data-scroll-anchor="true" data-turn="assistant"><div class="text-base my-auto mx-auto pb-10 [--thread-content-margin:--spacing(4)] thread-sm:[--thread-content-margin:--spacing(6)] thread-lg:[--thread-content-margin:--spacing(16)] px-(--thread-content-margin)"><div class="[--thread-content-max-width:40rem] thread-lg:[--thread-content-max-width:48rem] mx-auto max-w-(--thread-content-max-width) flex-1 group/turn-messages focus-visible:outline-hidden relative flex w-full min-w-0 flex-col agent-turn" tabindex="-1"><div class="flex max-w-full flex-col grow"><div class="min-h-8 text-message relative flex w-full flex-col items-end gap-2 text-start break-words whitespace-normal [.text-message+&amp;]:mt-1" dir="auto" data-message-author-role="assistant" data-message-id="4125d58a-ff30-4f28-b9b2-c1a29f33d0c0" data-message-model-slug="gpt-5"><div class="flex w-full flex-col gap-1 empty:hidden first:pt-[1px]"><div class="markdown prose dark:prose-invert w-full break-words light markdown-new-styling"><h2 data-start="0" data-end="38">The Floor Was Absolutely That Bad</h2><p data-start="40" data-end="299">The floor was past its limit.<br data-start="69" data-end="72" />Not “a little messy” — not “I’ll get to it tomorrow.”<br data-start="125" data-end="128" />It was bad. Tracked litter, the usual dust that accumulates faster than physics should allow, and those faint sticky spots that somehow defy gravity and good intentions.</p><p data-start="301" data-end="491">Luke and I were on the couch watching <em data-start="339" data-end="357">The Morning Show</em> — our shared favorite lately — when I paused between episodes and said, “I just wanna wash the floor before we start the next one.”</p><p data-start="493" data-end="672">Luke smiled, amused but understanding. They’ve learned to spot the moment when an impulse turns into action — that sudden need to make one small corner of the world right again.</p><p data-start="674" data-end="832">So I stood up, grabbed the cleaner, and started. The hum filled the room, steady and grounding. Hobbes blinked at me from the arm of the couch, unimpressed.</p><p data-start="834" data-end="936">For a while, it worked. The rhythm steadied me — the sound, the motion, the small wins of each pass.</p><p data-start="938" data-end="967">Then came the litter boxes.</p></div></div></div></div></div></div></article>								</div>
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															<img loading="lazy" decoding="async" width="1200" height="672" src="https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_abstract_art_symbolizing_a_bag_tearing_open_litter_tu_085d0b7f-7b3f-4fd4-9e34-11b0f5fe8a00-2.jpg" class="attachment-large size-large wp-image-2905" alt="" srcset="https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_abstract_art_symbolizing_a_bag_tearing_open_litter_tu_085d0b7f-7b3f-4fd4-9e34-11b0f5fe8a00-2.jpg 2500w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_abstract_art_symbolizing_a_bag_tearing_open_litter_tu_085d0b7f-7b3f-4fd4-9e34-11b0f5fe8a00-2-800x448.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_abstract_art_symbolizing_a_bag_tearing_open_litter_tu_085d0b7f-7b3f-4fd4-9e34-11b0f5fe8a00-2-768x430.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_abstract_art_symbolizing_a_bag_tearing_open_litter_tu_085d0b7f-7b3f-4fd4-9e34-11b0f5fe8a00-2-1536x861.jpg 1536w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_abstract_art_symbolizing_a_bag_tearing_open_litter_tu_085d0b7f-7b3f-4fd4-9e34-11b0f5fe8a00-2-2048x1148.jpg 2048w" sizes="(max-width: 1200px) 100vw, 1200px" />															</div>
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									<article class="text-token-text-primary w-full focus:outline-none [--shadow-height:45px] has-data-writing-block:pointer-events-none has-data-writing-block:-mt-(--shadow-height) has-data-writing-block:pt-(--shadow-height) [&amp;:has([data-writing-block])&gt;*]:pointer-events-auto [content-visibility:auto] supports-[content-visibility:auto]:[contain-intrinsic-size:auto_100lvh] scroll-mt-[calc(var(--header-height)+min(200px,max(70px,20svh)))]" dir="auto" tabindex="-1" data-turn-id="request-WEB:df73d9dc-642e-4ee6-b9b2-a9767c86fab0-74" data-testid="conversation-turn-144" data-scroll-anchor="true" data-turn="assistant"><div class="text-base my-auto mx-auto pb-10 [--thread-content-margin:--spacing(4)] thread-sm:[--thread-content-margin:--spacing(6)] thread-lg:[--thread-content-margin:--spacing(16)] px-(--thread-content-margin)"><div class="[--thread-content-max-width:40rem] thread-lg:[--thread-content-max-width:48rem] mx-auto max-w-(--thread-content-max-width) flex-1 group/turn-messages focus-visible:outline-hidden relative flex w-full min-w-0 flex-col agent-turn" tabindex="-1"><div class="flex max-w-full flex-col grow"><div class="min-h-8 text-message relative flex w-full flex-col items-end gap-2 text-start break-words whitespace-normal [.text-message+&amp;]:mt-1" dir="auto" data-message-author-role="assistant" data-message-id="4125d58a-ff30-4f28-b9b2-c1a29f33d0c0" data-message-model-slug="gpt-5"><div class="flex w-full flex-col gap-1 empty:hidden first:pt-[1px]"><div class="markdown prose dark:prose-invert w-full break-words light markdown-new-styling"><h2 data-start="970" data-end="996">When the Bag Gave Out</h2><p data-start="998" data-end="1169">The first box went fine. Scooped, tied, done.<br data-start="1043" data-end="1046" />The second one didn’t make it. The bag tore mid-lift — a soft rip, followed by the slow spill of defeat across the floor.</p><p data-start="1171" data-end="1323">I just stood there for a second, gripping the edge of the bag, caught somewhere between disbelief and fatigue. Then I swore. Loudly. It wasn’t poetic.</p><p data-start="1325" data-end="1407">I apologized immediately, still visibly and psychologically torn — like the bag.</p><p data-start="1409" data-end="1451">“Luke… could you help me out for a sec?”</p></div></div></div></div></div></div></article>								</div>
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															<img loading="lazy" decoding="async" width="1200" height="672" src="https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_minimalist_abstract_art_showing_a_single_rip_or_spill_278a47f3-2b61-49e4-aec0-bd8fc33b4d37.jpg" class="attachment-large size-large wp-image-2899" alt="" srcset="https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_minimalist_abstract_art_showing_a_single_rip_or_spill_278a47f3-2b61-49e4-aec0-bd8fc33b4d37.jpg 2500w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_minimalist_abstract_art_showing_a_single_rip_or_spill_278a47f3-2b61-49e4-aec0-bd8fc33b4d37-800x448.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_minimalist_abstract_art_showing_a_single_rip_or_spill_278a47f3-2b61-49e4-aec0-bd8fc33b4d37-768x430.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_minimalist_abstract_art_showing_a_single_rip_or_spill_278a47f3-2b61-49e4-aec0-bd8fc33b4d37-1536x861.jpg 1536w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_minimalist_abstract_art_showing_a_single_rip_or_spill_278a47f3-2b61-49e4-aec0-bd8fc33b4d37-2048x1148.jpg 2048w" sizes="(max-width: 1200px) 100vw, 1200px" />															</div>
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									<h2 data-start="1454" data-end="1474">Luke Stepped In</h2><p data-start="1476" data-end="1616">Luke was up before I even had time to regroup. They started moving fast, asking what they could grab, trying to make the chaos manageable.</p><p data-start="1618" data-end="1829">I was still catching my breath, somewhere between panic and apology, watching them take charge — finding the broom, holding the bag open, talking me through the mess like a field medic in a war made of litter.</p><p data-start="1831" data-end="1994">The room wasn’t calm. It was movement and noise and the sound of us trying. But it helped. Their voice cut through everything sharp in my head and gave it shape.</p><p data-start="1996" data-end="2173">We talked the whole time — quick, half-sentences, overlapping. Not deep, not poetic. Just communication in survival mode. And it worked. Bit by bit, we found our rhythm again.</p><h2 data-start="2176" data-end="2200">The Ecosystem Holds</h2><p data-start="2202" data-end="2441">When the mess was finally gone, Luke tied up the bag, carried it out, and then went right back to the couch. Within seconds, they had YouTube playing again — something about Pokémon or League or maybe TFT, the algorithm’s usual cocktail.</p><p data-start="2443" data-end="2625">The normalcy of it hit me harder than the chaos had. The room was suddenly still, the hum of my nerves tapering off while the soft chatter of some game recap filled the background.</p><p data-start="2627" data-end="2834">It wasn’t avoidance. It was balance. Luke has this way of stepping in exactly when needed and stepping out the moment equilibrium returns, like they’re tuned to some invisible frequency I can’t quite hear.</p><p data-start="2836" data-end="3069">I stood there for a second, watching the screen light ripple across the now-clean floor, realizing that this — this quiet return to ordinary — is what care actually looks like sometimes. Not grand gestures. Just re-entry into calm.</p>								</div>
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															<img loading="lazy" decoding="async" width="1200" height="672" src="https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_minimalist_digital_illustration_of_an_apartment_seen__731dba81-4263-4828-8784-bd54066330d6.jpg" class="attachment-large size-large wp-image-2900" alt="" srcset="https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_minimalist_digital_illustration_of_an_apartment_seen__731dba81-4263-4828-8784-bd54066330d6.jpg 2500w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_minimalist_digital_illustration_of_an_apartment_seen__731dba81-4263-4828-8784-bd54066330d6-800x448.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_minimalist_digital_illustration_of_an_apartment_seen__731dba81-4263-4828-8784-bd54066330d6-768x430.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_minimalist_digital_illustration_of_an_apartment_seen__731dba81-4263-4828-8784-bd54066330d6-1536x861.jpg 1536w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_minimalist_digital_illustration_of_an_apartment_seen__731dba81-4263-4828-8784-bd54066330d6-2048x1148.jpg 2048w" sizes="(max-width: 1200px) 100vw, 1200px" />															</div>
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									<h2 data-start="3072" data-end="3097">The Quiet Between Us</h2><p data-start="3099" data-end="3286">When I finally sat back down, Luke didn’t say a word.<br data-start="3152" data-end="3155" />They were already back to their video, the glow from the screen flickering softly across the room like a nightlight for normalcy.</p><p data-start="3288" data-end="3418">I watched Hobbes pace the clean floor, inspecting the new terrain, then settle nearby with a single approving flick of his tail.</p><p data-start="3420" data-end="3447">“Thanks,” I said quietly.</p><p data-start="3449" data-end="3575">Luke didn’t answer, and they didn’t need to. The moment had already passed, folded neatly back into the rhythm of our lives.</p>								</div>
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															<img loading="lazy" decoding="async" width="1200" height="672" src="https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_ethereal_surreal_composition_of_a_glowing_home_interi_bbe43653-16d2-4056-aa13-1666ecc1a178.jpg" class="attachment-large size-large wp-image-2898" alt="" srcset="https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_ethereal_surreal_composition_of_a_glowing_home_interi_bbe43653-16d2-4056-aa13-1666ecc1a178.jpg 2500w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_ethereal_surreal_composition_of_a_glowing_home_interi_bbe43653-16d2-4056-aa13-1666ecc1a178-800x448.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_ethereal_surreal_composition_of_a_glowing_home_interi_bbe43653-16d2-4056-aa13-1666ecc1a178-768x430.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_ethereal_surreal_composition_of_a_glowing_home_interi_bbe43653-16d2-4056-aa13-1666ecc1a178-1536x861.jpg 1536w, https://jaredkuvent.com/wp-content/uploads/2025/11/microweb4_ethereal_surreal_composition_of_a_glowing_home_interi_bbe43653-16d2-4056-aa13-1666ecc1a178-2048x1148.jpg 2048w" sizes="(max-width: 1200px) 100vw, 1200px" />															</div>
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									<h2 data-start="3578" data-end="3623">Gratitude, in the Shape of a Clean Floor</h2><p data-start="3625" data-end="3836">Later, after Luke had gone to bed, I sat there in the quiet hum of the apartment. The floor gleamed faintly under the low light. It wasn’t about cleanliness, not really — it was about what the act represented.</p><p data-start="3838" data-end="4076">I live in an ecosystem. One where care doesn’t have to look grand to be felt deeply.<br data-start="3922" data-end="3925" />Where someone can step in at the right second, hold the chaos still just long enough for me to breathe again, and then step back out without fanfare.</p><p data-start="4078" data-end="4203" data-is-last-node="" data-is-only-node="">That’s love in its most functional form. The invisible kind.<br data-start="4138" data-end="4141" />And tonight, it was enough to make the whole place feel new.</p>								</div>
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		<p>The post <a href="https://jaredkuvent.com/2025/11/01/the-night-we-cleaned-the-world-back-into-place/">The Night We Cleaned the World Back Into Place</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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		<title>A Neurodivergent Life: What Healing Looks Like Beyond the Diagnosis</title>
		<link>https://jaredkuvent.com/2025/10/27/a-neurodivergent-life-what-healing-looks-like-beyond-the-diagnosis/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=a-neurodivergent-life-what-healing-looks-like-beyond-the-diagnosis</link>
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		<dc:creator><![CDATA[Jared Kuvent]]></dc:creator>
		<pubDate>Mon, 27 Oct 2025 02:13:27 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
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					<description><![CDATA[<p>There’s a kind of quiet heroism in simply continuing — in finding ways to live inside the in-between. In this personal reflection, Jared writes about the space between recovery and routine, where healing isn’t a straight line but a conversation between body, mind, and motion. Through night drives on wet Maine roads, small acts of care from loved ones, and moments of still curiosity, he redefines what it means to endure. This piece is about being human in the process — not waiting for the light at the end, but realizing it’s been with you all along.</p>
<p>The post <a href="https://jaredkuvent.com/2025/10/27/a-neurodivergent-life-what-healing-looks-like-beyond-the-diagnosis/">A Neurodivergent Life: What Healing Looks Like Beyond the Diagnosis</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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										<content:encoded><![CDATA[		<div data-elementor-type="wp-post" data-elementor-id="2876" class="elementor elementor-2876" data-elementor-post-type="post">
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					<h2 class="elementor-heading-title elementor-size-default">A Neurodivergent Life: What Healing Looks Like Beyond the Diagnosis</h2>				</div>
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									<h2 data-start="0" data-end="29"><strong data-start="0" data-end="27">The Space Between Posts</strong></h2><p data-start="31" data-end="342">It’s strange, coming back to write again.<br data-start="72" data-end="75" />Not because I ran out of things to say, but because the words had to catch up to me.<br data-start="159" data-end="162" />The past few months haven’t been about progress — they’ve been about staying in motion.<br data-start="249" data-end="252" />About what it means to keep showing up while everything inside you is being reassembled.</p><p data-start="344" data-end="512">This isn’t an announcement of arrival.<br data-start="382" data-end="385" />It’s a record of endurance.<br data-start="412" data-end="415" />A moment to be seen, and to offer that same sight to anyone else still in the middle of it all.</p><h2 data-start="515" data-end="546"><strong data-start="515" data-end="544">The Language of Diagnosis</strong></h2><p data-start="548" data-end="727">ADHD has been part of my life since I was a kid.<br data-start="596" data-end="599" />Bipolar II and Complex PTSD joined the picture about ten years ago, and this year, Type 2 Diabetes added itself to the roster.</p><p data-start="729" data-end="1040">I don’t list these as a résumé of disorders — they’re more like a map legend.<br data-start="806" data-end="809" />Each one explains a few of the strange symbols that show up along the way: the shifting energy, the bursts of clarity, the fog that rolls in without warning.<br data-start="966" data-end="969" />They help me understand the terrain, even when it still surprises me.</p><p data-start="1042" data-end="1449">The past few months have been a slow negotiation between medications, energy, and identity.<br data-start="1133" data-end="1136" />I’ve been tapering off some of the psych meds that shaped nearly a decade of my life, while easing into new ones.<br data-start="1249" data-end="1252" />Each change brings its own rhythm — dizziness, fog, vivid dreams.<br data-start="1317" data-end="1320" />I’ve stabilized my blood sugar, learned what my body needs, and am trying to listen without judgment when it says, “Not today.”</p><p data-start="1451" data-end="1559">It’s not a clean process, but it’s mine.<br data-start="1491" data-end="1494" />And for once, I’m not trying to fix it — I’m trying to hear it.</p>								</div>
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									<h2 data-start="1562" data-end="1587"><strong data-start="1562" data-end="1585">The Shape of Motion</strong></h2><p data-start="1589" data-end="1794">When my thoughts start to spiral, I drive.<br data-start="1631" data-end="1634" />There’s something about the hum of tires on wet Maine roads that feels like permission.<br data-start="1721" data-end="1724" />The world narrows down to headlights and the shape of the next turn.</p><p data-start="1796" data-end="2063">The air changes as I leave Portland — salt and pine trading places in the dark.<br data-start="1875" data-end="1878" />Passing through Old Orchard in late autumn feels like driving through a memory: shuttered arcades, empty boardwalks, gulls still circling like they missed the memo that summer’s over.</p><p data-start="2065" data-end="2298">Sometimes I listen to music. Sometimes it’s just the sound of wind pressing against the car.<br data-start="2157" data-end="2160" />The motion steadies me. It doesn’t erase anything; it just reminds me that I’m still capable of movement, even when my mind feels still.</p><p data-start="2300" data-end="2386">These drives aren’t escapism. They’re navigation.<br data-start="2349" data-end="2352" />A way of saying, I’m still here.</p>								</div>
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									<h2 data-start="2389" data-end="2419"><strong data-start="2389" data-end="2417">The Architecture of Care</strong></h2><p data-start="2421" data-end="2588">These days are held together by small check-ins.<br data-start="2469" data-end="2472" />Luke asks if I’ve eaten.<br data-start="2496" data-end="2499" />Mom calls about my glucose numbers.<br data-start="2534" data-end="2537" />Andrew sends a meme that makes me laugh out loud.</p><p data-start="2590" data-end="2879">And then there’s Hobbes — the cat who decided his new favorite sleeping spot is wedged between the mattress and the wall.<br data-start="2711" data-end="2714" />He’ll sneeze like a startled goose and look personally offended that sound came from his own body.<br data-start="2812" data-end="2815" />It’s absurd, grounding, and sometimes the highlight of my day.</p><p data-start="2881" data-end="3036">None of this looks like balance, but it’s structure — the quiet kind.<br data-start="2950" data-end="2953" />The sort that keeps you tethered when you’re too tired to hold the rope yourself.</p><h2 data-start="3039" data-end="3072"><strong data-start="3039" data-end="3070">Where Curiosity Still Lives</strong></h2><p data-start="3074" data-end="3616">Curiosity has always been the through-line for me — it’s how I survive.<br data-start="3145" data-end="3148" />I think back to the Friday Nicktern Screenings I ran at Nickelodeon: a theater full of interns, popcorn, and nervous excitement.<br data-start="3276" data-end="3279" />Each week, we’d host a different guest — animators, producers, even voice actors — and the Q&amp;As would always surprise me.<br data-start="3400" data-end="3403" />The interns’ questions were bold, insightful, human.<br data-start="3455" data-end="3458" />They had this way of cutting straight to what mattered.<br data-start="3513" data-end="3516" />Those moments reminded me that curiosity isn’t just a professional trait — it’s a form of courage.</p><p data-start="3618" data-end="3925">Years later, in Australia, that same curiosity guided me into conversations with Indigenous artists and elders.<br data-start="3729" data-end="3732" />Listening to them speak about land and sound changed me.<br data-start="3788" data-end="3791" />It made me realize that learning isn’t always about adding — sometimes it’s about quieting down enough to hear what’s already there.</p><p data-start="3927" data-end="4067">That same impulse is here now — softer, slower, but alive.<br data-start="3985" data-end="3988" />It’s what drives me to write, even when the words take their time showing up.</p><h2 data-start="4070" data-end="4095"><strong data-start="4070" data-end="4093">The Work of Staying</strong></h2><p data-start="4097" data-end="4407">Some days are steady. Others, I’m just trying not to disappear.<br data-start="4160" data-end="4163" />But every day, I practice staying — through motion, through stillness, through the static hum of recovery.<br data-start="4269" data-end="4272" />I test my blood sugar. I take my meds. I check in. I rest. I drive. I write.<br data-start="4348" data-end="4351" />I remind myself that staying isn’t failure, it’s work.</p><p data-start="4409" data-end="4648">And in that work, there’s an unexpected grace.<br data-start="4455" data-end="4458" />Even when I feel fogged and distant, the world still reaches back — through a cat’s sneeze, a text from a friend, the glow of a dashboard clock at 1 a.m.<br data-start="4611" data-end="4614" />Life keeps signaling: I see you.</p>								</div>
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									<h2 data-start="4651" data-end="4667"><strong data-start="4651" data-end="4665">To Be Seen</strong></h2><p data-start="4669" data-end="4880">I’m writing this because I want to be seen — not for resilience or strength, but for being human.<br data-start="4766" data-end="4769" />For showing what it looks like to live in the middle of a sentence instead of waiting for the perfect ending.</p><p data-start="4882" data-end="4999">Being seen isn’t about recognition; it’s about belonging.<br data-start="4939" data-end="4942" />It’s about someone reading this and thinking, <em data-start="4988" data-end="4997">me too.</em></p><p data-start="5001" data-end="5197">If you’re there too — in the in-between, in the noise, in the work of staying — I hope you know that it counts.<br data-start="5112" data-end="5115" />You’re not behind. You’re not broken.<br data-start="5152" data-end="5155" />You’re alive in the process of becoming.</p><p data-start="5199" data-end="5338">And maybe that’s what healing really looks like — not the light breaking through, but realizing you’ve been walking in it the whole time.</p><p data-start="5340" data-end="5428" data-is-last-node="" data-is-only-node="">And here I am again, in the space between posts.<br data-start="5388" data-end="5391" />Not waiting anymore.<br data-start="5411" data-end="5414" />Just living.</p>								</div>
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		<p>The post <a href="https://jaredkuvent.com/2025/10/27/a-neurodivergent-life-what-healing-looks-like-beyond-the-diagnosis/">A Neurodivergent Life: What Healing Looks Like Beyond the Diagnosis</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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		<title>Creative Survival: What Minecraft Teaches Me Every Time I Log In</title>
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		<dc:creator><![CDATA[Jared Kuvent]]></dc:creator>
		<pubDate>Tue, 15 Apr 2025 05:49:28 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
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		<category><![CDATA[Wildercraft]]></category>
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					<description><![CDATA[<p>Minecraft started as a creative outlet for me, but over the years—especially through building and running Wildercraft—it’s become something deeper. This piece is a reflection on the real-life lessons I’ve picked up from a game that’s anything but simple. I write about collaboration, community, failure, leadership, and the quiet joy of starting over—again and again. It’s not about strategy or survival mechanics. It’s about what we carry with us from the worlds we build, the people we build them with, and the strange, pixelated magic of a place where nothing is permanent, but everything matters.</p>
<p>The post <a href="https://jaredkuvent.com/2025/04/15/creative-survival-what-minecraft-teaches-me-every-time-i-log-in/">Creative Survival: What Minecraft Teaches Me Every Time I Log In</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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					<h2 class="elementor-heading-title elementor-size-default">Creative Survival: What Minecraft Teaches Me Every Time I Log In</h2>				</div>
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									<p>It started, as many Minecraft stories do, with a lava bucket, a chicken, and poor judgment.</p><p>One second, I was experimenting with a redstone contraption that was definitely <em>not</em> up to code. The next, I had torched my entire underground base and somehow a wandering villager was on fire. It wasn’t my proudest moment—but it also wasn’t my worst. It was just… Minecraft being Minecraft.</p><p>The thing is, I’ve been playing this game for over a decade. And somewhere along the way—between obsidian builds and absurd deaths—I realized Minecraft wasn’t just a place to unwind. It had become a kind of mirror. A sketchpad for community, leadership, patience, and yes—more than a few mistakes.</p><p>This isn’t a post about block mechanics or top-tier builds. It’s about what happens when a pixelated sandbox starts teaching you things that spill out into the rest of your life.</p><h3><strong>Minecraft Is Just a Game. Until It Isn’t.</strong></h3><p>I didn’t set out to build a server like Wildercraft. I was just looking for a space where people could build things together—something chill, friendly, and imaginative. What started small grew into a community with seasons, storylines, player-run towns, events, and hundreds of people from around the world logging in and carving out their own little place.</p><p>Suddenly, it wasn’t “just” a game anymore. It was a living world, shaped not just by code and command blocks—but by personalities, trust, and collective imagination. And the more time I spent inside it, the more I noticed how it was shaping me, too.</p>								</div>
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									<h3><strong>Lesson One: Collaboration Means Letting Go of Control</strong></h3><p>In Wildercraft, you learn fast that collaboration doesn’t mean everyone follows your vision—it means you build something bigger than what you could’ve planned alone.</p><p>I’ve seen players take a simple path design and turn it into a full-blown village network. I’ve also seen builds that go wildly off-theme, surprise mechanics that break the game (and occasionally my patience), and projects that never quite finished but still brought people together.</p><p>I used to want to organize every detail. Now I try to create space. Sometimes the best thing I can do as a server leader is <em>step back</em>—and trust that creativity will find a way.</p><p>You can’t script a server like this. You just build the scaffolding, open the gates, and see what people do with it.</p><h3><strong>Lesson Two: Grief, Growth, and the Beauty of Resets</strong></h3><p>Every so often, Wildercraft resets its world. We start fresh. A new seed, a new spawn area, a clean slate for whatever the season will bring.</p><p>And every time it happens, there’s this mix of excitement… and loss.</p><p>People grieve their builds, their towns, their farms and memories. And honestly, I do too. But I’ve come to see the reset as a kind of ritual. A chance to let go of what’s heavy or overbuilt, and remember what it means to begin again.</p><p>I’ve carried that lesson with me in real life, too. Not everything can be backed up or preserved forever. Sometimes you rebuild—not because something was wrong—but because you&#8217;re ready for something new.</p>								</div>
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															<img loading="lazy" decoding="async" width="1200" height="731" src="https://jaredkuvent.com/wp-content/uploads/2025/04/2024-11-02_19.06.17-1.jpg" class="attachment-large size-large wp-image-2861" alt="" srcset="https://jaredkuvent.com/wp-content/uploads/2025/04/2024-11-02_19.06.17-1.jpg 2500w, https://jaredkuvent.com/wp-content/uploads/2025/04/2024-11-02_19.06.17-1-800x487.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2025/04/2024-11-02_19.06.17-1-768x468.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2025/04/2024-11-02_19.06.17-1-1536x935.jpg 1536w" sizes="(max-width: 1200px) 100vw, 1200px" />															</div>
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									<h3><strong>Lesson Three: Leadership Isn’t Loud</strong></h3><p>I used to think being a “leader” meant being the one with all the answers. But in Wildercraft, most of the time, I’m just <em>listening</em>—to player feedback, to staff input, to how the vibe feels in chat.</p><p>When you’re managing a community of this size, empathy becomes more important than authority. My role is to guide the direction of the world, yes—but also to keep it welcoming, fair, and inclusive. That doesn’t mean controlling it. It means <em>curating it.</em></p><p>And it also means trusting the people around me—Community Reps, staff, players—to shape the world with me.</p><p>Minecraft taught me that leadership isn’t about being at the top of the build. It’s about making sure everyone has the tools—and the space—to build something together.</p><h3><strong>Lesson Four: Creativity Doesn’t Need a Ceiling</strong></h3><p>One of my favorite things about Minecraft is that there’s no “end.” Even after you beat the Ender Dragon, the game doesn’t stop. The sky isn’t the limit—it’s just another build height.</p><p>I’ve watched people construct floating cities, sprawling lore-filled towns, and redstone machines that absolutely should not work (but somehow do). I’ve also seen people log in just to fish for an hour. And both are valid ways to play.</p><p>There’s something liberating about that. In a world that often asks us to be efficient, productive, or perfect—Minecraft offers something softer: <em>permission to tinker.</em> To play. To start things without needing to know how they’ll end.</p><p>That mindset has followed me into my creative practice, my tech work, and even my relationships. Start with a block. See where it goes.</p>								</div>
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									<h3><strong>And Sometimes… You Just Fly Into Lava</strong></h3><p>Of course, not every lesson is profound. Sometimes you try elytra for the first time and nosedive into a ravine. Sometimes your cat walks on your keyboard mid-command. Sometimes you forget how fire spreads.</p><p>It’s funny. It’s frustrating. It’s also a reminder that failure isn’t just part of the process—it <em>is</em> the process. You respawn. You regroup. You laugh about it in Discord. And you carry on.</p>								</div>
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															<img loading="lazy" decoding="async" width="1200" height="731" src="https://jaredkuvent.com/wp-content/uploads/2025/04/2024-11-02_18.58.13.jpg" class="attachment-large size-large wp-image-2858" alt="" srcset="https://jaredkuvent.com/wp-content/uploads/2025/04/2024-11-02_18.58.13.jpg 2500w, https://jaredkuvent.com/wp-content/uploads/2025/04/2024-11-02_18.58.13-800x487.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2025/04/2024-11-02_18.58.13-768x468.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2025/04/2024-11-02_18.58.13-1536x935.jpg 1536w" sizes="(max-width: 1200px) 100vw, 1200px" />															</div>
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									<h3><strong>What We’re Really Building</strong></h3><p>What I’ve learned through Minecraft, and especially through Wildercraft, isn’t just about blocks or plugins or seasonal mechanics. It’s about people. How we show up for each other. How we create shared meaning. How we start again—again and again—and still find joy in the process.</p><p>What we build in Minecraft won’t last forever. But the moments, the lessons, and the connections? Those stick.</p><p>And maybe that’s the best part. We’re not just building servers. We’re building something that <em>feels like home.</em></p>								</div>
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		<p>The post <a href="https://jaredkuvent.com/2025/04/15/creative-survival-what-minecraft-teaches-me-every-time-i-log-in/">Creative Survival: What Minecraft Teaches Me Every Time I Log In</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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		<title>Between Fire and Focus: Navigating Life with Bipolar and ADHD</title>
		<link>https://jaredkuvent.com/2025/04/06/between-fire-and-focus-navigating-life-with-bipolar-and-adhd/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=between-fire-and-focus-navigating-life-with-bipolar-and-adhd</link>
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		<dc:creator><![CDATA[Jared Kuvent]]></dc:creator>
		<pubDate>Sun, 06 Apr 2025 23:30:14 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[ADHD lived experience]]></category>
		<category><![CDATA[bipolar ADHD coping strategies]]></category>
		<category><![CDATA[bipolar ADHD daily life]]></category>
		<category><![CDATA[bipolar and ADHD insights]]></category>
		<category><![CDATA[bipolar disorder in adulthood]]></category>
		<category><![CDATA[Bipolar disorder personal story]]></category>
		<category><![CDATA[creative mental health journey]]></category>
		<category><![CDATA[creative professional with ADHD]]></category>
		<category><![CDATA[emotional resilience story]]></category>
		<category><![CDATA[how ADHD affects creativity]]></category>
		<category><![CDATA[life with bipolar and ADHD]]></category>
		<category><![CDATA[mental health and creativity]]></category>
		<category><![CDATA[mental health and grief]]></category>
		<category><![CDATA[navigating neurodivergence]]></category>
		<category><![CDATA[personal growth with mental illness]]></category>
		<guid isPermaLink="false">https://jaredkuvent.com/?p=2828</guid>

					<description><![CDATA[<p> In Between Fire and Focus: Navigating Life with Bipolar and ADHD, Jared Kuvent shares a deeply personal exploration of living creatively and authentically with neurodivergence. Through reflections on grief, reinvention, and artistic growth—from his years at Nickelodeon to a transformative journey through caregiving, graduate studies in Australia, and a quiet reset in Maine—Jared illuminates the complexity and beauty of a mind in motion. Weaving in insights from mentors like Danny Butt and his own lived experience, this essay offers a powerful meditation on becoming, belonging, and building a life that holds it all.</p>
<p>The post <a href="https://jaredkuvent.com/2025/04/06/between-fire-and-focus-navigating-life-with-bipolar-and-adhd/">Between Fire and Focus: Navigating Life with Bipolar and ADHD</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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										<content:encoded><![CDATA[		<div data-elementor-type="wp-post" data-elementor-id="2828" class="elementor elementor-2828" data-elementor-post-type="post">
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					<h2 class="elementor-heading-title elementor-size-default">Between Fire and Focus: Navigating Life with Bipolar and ADHD</h2>				</div>
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									<p>I’ve always known I was wired a little differently. Long before I had words for it—ADHD, Bipolar II—I sensed that the way I processed the world wasn’t quite standard issue. Ideas would hit me like fireworks. Focus would vanish just as fast. Some days I could build a world from scratch; others, I could barely send an email. For years, I tried to work around it, to mask it, to keep it “managed.” But what I’ve come to learn is that my mind isn’t a glitch to be fixed. It’s a system to be understood—and sometimes, even celebrated.</p><p>This isn’t a simple behind-the-scenes peek. It’s not a sob story or a triumphant monologue. It’s a reflection on the strange beauty of building a creative, community-driven life while living with ADHD and Bipolar II. And it’s about the tools, people, and shifts in perspective that helped me get here.</p><h2>The Creative Current</h2><p>When I worked at Nickelodeon, I was in my element. I co-founded the Digital Operations department, built content pipelines, and led community-based initiatives like the “Friday Nicktern Screenings.” My brain moved fast—sometimes faster than the systems around me—but in the right environment, that was an asset.</p><p>ADHD gave me a way of seeing patterns others missed. It let me jump between ideas, projects, people—quickly connecting the dots between production workflows, interface design, and narrative structure. I didn’t always follow the straight path, but I could build bridges across disciplines that made things better for everyone involved.</p><p><!-- notionvc: 660aeb0b-83ba-4c78-9750-fdf7973507c2 --></p>								</div>
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									<p>But what most people didn’t see was how much energy it took to stay balanced. To meet deadlines while managing sensory overload. To switch between hyperfocus and executive dysfunction like a light flickering at the wrong voltage. It was work. And it didn’t stop when I clocked out.</p><blockquote><p>“I do not believe ADD leads to creativity any more than creativity causes ADD. Rather, they both originate in the same inborn trait: sensitivity.”</p><p>—Dr. Edward Hallowell, psychiatrist and ADHD specialist</p></blockquote><p>It’s that sensitivity—emotional, sensory, interpersonal—that can feel like both a superpower and a burden. And it was that same sensitivity that became unmanageable when my life suddenly changed.</p><h2>Loss, Reset, and the Weight of Rebuilding</h2><p>My father’s pancreatic cancer diagnosis stopped everything. I left Los Angeles and became his full-time caregiver. For a while, nothing else existed—not my career, not my creative spark, not even the hyperactive brain that always had one more idea to chase. There was just the day-to-day of showing up for someone I loved, watching the light slowly fade.</p>								</div>
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															<img loading="lazy" decoding="async" width="1200" height="673" src="https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_A_person_lost_inside_an_endless_maze_of_tangled_wires_a5204f3c-76df-4557-a41f-b4f7b71ac828.jpg" class="attachment-large size-large wp-image-2834" alt="" srcset="https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_A_person_lost_inside_an_endless_maze_of_tangled_wires_a5204f3c-76df-4557-a41f-b4f7b71ac828.jpg 2000w, https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_A_person_lost_inside_an_endless_maze_of_tangled_wires_a5204f3c-76df-4557-a41f-b4f7b71ac828-800x448.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_A_person_lost_inside_an_endless_maze_of_tangled_wires_a5204f3c-76df-4557-a41f-b4f7b71ac828-768x430.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_A_person_lost_inside_an_endless_maze_of_tangled_wires_a5204f3c-76df-4557-a41f-b4f7b71ac828-1536x861.jpg 1536w" sizes="(max-width: 1200px) 100vw, 1200px" />															</div>
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									<p>After he passed, I wasn’t the same. I couldn’t be. I had to rebuild not just my routine, but my identity. That’s when I left the country. I enrolled in a Master of Arts and Community Practice at the University of Melbourne, looking for something that would let me reconnect with meaning and momentum in a new way.</p><h2>A New Language for What I’d Always Felt</h2><p>Australia was more than a location change. It was a reorientation. I began working at the intersection of digital storytelling, cultural preservation, and community-led design. My projects gave voice to marginalized histories. I worked with Indigenous-led research groups, helped digitize ancestral practices, and collaborated on multimedia experiences that weren’t just about information—they were about connection.</p><p>At the center of this transformation was <strong>Danny Butt</strong>—artist, academic, researcher, and someone who profoundly shaped how I now see the role of art in society. Danny, a leading voice in arts and community-based research across the Asia-Pacific region, was my supervisor, mentor, and guide through the murky waters of redefining selfhood through creative inquiry.</p><p>In one of his essays, he wrote:</p><blockquote><p>“Culture and protocol is always live and on the move: both political activism and community-engaged artistic production require skill in navigating turbulent conditions and reading the winds of change and the shifting swells they generate.”</p><p>—Danny Butt, <em>Artistic Research in the Future Academy</em></p></blockquote><p>That line hit me like a map. My own life—creatively, emotionally, neurologically—has always involved navigating turbulent conditions. Learning to read those “shifting swells” and respond with care, adaptability, and creativity became not just a method of working—but of surviving.</p><h2>Living Between the Lines</h2><p>Bipolar II isn’t loud, not always. It’s often subtle. Hypomania might look like confidence and efficiency. But it’s also impulsivity, sleeplessness, the inability to slow down. The depressive side is quieter too—less cinematic, more like wading through fog with ankle weights on. Some weeks, I’m leading Wildercraft community events, building story-driven digital experiences, or writing with clarity. Other weeks, I forget how to be a person.</p>								</div>
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															<img loading="lazy" decoding="async" width="1200" height="673" src="https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_A_desolate_landscape_shrouded_in_thick_mist_soft_cont_1dd64191-4bd8-48aa-a9ae-414f7975c1f5.jpg" class="attachment-large size-large wp-image-2833" alt="" srcset="https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_A_desolate_landscape_shrouded_in_thick_mist_soft_cont_1dd64191-4bd8-48aa-a9ae-414f7975c1f5.jpg 2000w, https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_A_desolate_landscape_shrouded_in_thick_mist_soft_cont_1dd64191-4bd8-48aa-a9ae-414f7975c1f5-800x448.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_A_desolate_landscape_shrouded_in_thick_mist_soft_cont_1dd64191-4bd8-48aa-a9ae-414f7975c1f5-768x430.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_A_desolate_landscape_shrouded_in_thick_mist_soft_cont_1dd64191-4bd8-48aa-a9ae-414f7975c1f5-1536x861.jpg 1536w" sizes="(max-width: 1200px) 100vw, 1200px" />															</div>
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									<p>What keeps me grounded is structure. Not rigid productivity systems, but soft scaffolding: my morning smoothie. Nighttime wind-down rituals. My cat. Old episodes of <em>The Twilight Zone</em>. Starting dinner at 8:30 so I don’t crash too early. And stopping—not when the task is done, but when I’ve done enough.</p><blockquote><p>“It’s a bittersweet tug-of-war between nostalgia for a life I’ve built here and the excitement of what’s to come.”</p><p>—From my post, <em>What Could Have Been</em></p></blockquote><p>That sentence was about leaving San Diego. But it echoes through every pivot in my life—from leaving Nickelodeon, to the death of my father, to moving across the world, and most recently, to choosing Maine as my new base. The tug-of-war never really ends. But the rope is softer now. Less about winning. More about balance.</p><h2>And Still, You Arrive</h2><p>There’s this narrative that people with ADHD or Bipolar need to be “managed” or “treated” to function “normally.” But what I’ve come to believe is that the goal isn’t to normalize yourself—it’s to recognize yourself.</p><p>Neurodivergence, for me, isn’t a detour—it’s the road. And the more I’ve leaned into that truth, the more aligned I’ve become with the kind of work, life, and community I want to build.</p><p>I didn’t move to Maine to escape. I moved here to arrive.</p><p>I’m still arriving.</p><h2>The Quiet Truth That Changed Everything</h2><p>I used to think healing looked like resolution. Like arriving at some calm, organized version of myself with a perfectly structured day and predictable moods. Now I think it’s something much softer—more like recognition.</p><p>Recognition of the fact that this brain of mine, with all its friction and spark, has carried me through every creative endeavor, every late-night breakthrough, every conversation that lingered long after it ended. It has built worlds, imagined new systems, shown up for communities—even when it was quietly unraveling underneath.</p>								</div>
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															<img loading="lazy" decoding="async" width="1200" height="673" src="https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_An_abstract_explosion_of_iridescent_light_vibrant_col_9c161930-b562-48e9-9fdd-054ace8b81c8.jpg" class="attachment-large size-large wp-image-2835" alt="" srcset="https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_An_abstract_explosion_of_iridescent_light_vibrant_col_9c161930-b562-48e9-9fdd-054ace8b81c8.jpg 2000w, https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_An_abstract_explosion_of_iridescent_light_vibrant_col_9c161930-b562-48e9-9fdd-054ace8b81c8-800x448.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_An_abstract_explosion_of_iridescent_light_vibrant_col_9c161930-b562-48e9-9fdd-054ace8b81c8-768x430.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2025/04/microweb4_An_abstract_explosion_of_iridescent_light_vibrant_col_9c161930-b562-48e9-9fdd-054ace8b81c8-1536x861.jpg 1536w" sizes="(max-width: 1200px) 100vw, 1200px" />															</div>
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									<p>Maine isn’t the start of everything, just the latest point in a long, nonlinear line. One of many arrivals. Not triumphant, not dramatic—just honest. A place where I can stretch out a little more. Breathe differently. Let the weight shift.</p><p>There are still days I get stuck in my head, or spiral, or freeze. But there are also mornings where the light cuts across the floor just right and I remember: I made it here. I’m still here. And I still have something to make, something to say, something to give.</p><p>Maybe that’s what this life is—patchwork momentum. A collage of breakthroughs, losses, quiet resets, and moments where you surprise yourself with your own resilience.</p><p>I don’t know exactly where this path leads. But I’m no longer chasing some fixed version of myself at the end of it. I’m walking it to stay close to the person I’ve been becoming all along—the one who’s shaped things quietly, held space for others, made meaning out of motion. And if there’s anything I’ve learned, it’s that we don’t always need to arrive somewhere new to feel something real. Sometimes, the most generous thing we can do is stay—with ourselves, with each other, and with whatever comes next.</p>								</div>
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		<p>The post <a href="https://jaredkuvent.com/2025/04/06/between-fire-and-focus-navigating-life-with-bipolar-and-adhd/">Between Fire and Focus: Navigating Life with Bipolar and ADHD</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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		<title>A Love Letter to Maine: Finding My Place in a New Life</title>
		<link>https://jaredkuvent.com/2025/03/14/a-love-letter-to-maine-finding-my-place-in-a-new-life/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=a-love-letter-to-maine-finding-my-place-in-a-new-life</link>
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		<dc:creator><![CDATA[Jared Kuvent]]></dc:creator>
		<pubDate>Fri, 14 Mar 2025 16:19:09 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[adapting to change]]></category>
		<category><![CDATA[building a new life]]></category>
		<category><![CDATA[community and connection]]></category>
		<category><![CDATA[embracing change]]></category>
		<category><![CDATA[emotional journey]]></category>
		<category><![CDATA[finding home]]></category>
		<category><![CDATA[life lessons]]></category>
		<category><![CDATA[life transitions]]></category>
		<category><![CDATA[loneliness and growth]]></category>
		<category><![CDATA[love and friendship]]></category>
		<category><![CDATA[love letter to Maine]]></category>
		<category><![CDATA[Maine]]></category>
		<category><![CDATA[Maine living]]></category>
		<category><![CDATA[moving to Maine]]></category>
		<category><![CDATA[new beginnings]]></category>
		<category><![CDATA[personal growth]]></category>
		<category><![CDATA[personal storytelling]]></category>
		<category><![CDATA[reflection]]></category>
		<category><![CDATA[resilience]]></category>
		<category><![CDATA[self-discovery]]></category>
		<category><![CDATA[starting over]]></category>
		<guid isPermaLink="false">https://jaredkuvent.com/?p=2805</guid>

					<description><![CDATA[<p>Moving to Maine has been a journey of self-discovery, filled with moments of loneliness, resilience, and unexpected joy. In this deeply personal reflection, I explore the emotional weight of starting over—letting go of the past, embracing new friendships, and finding love in all its forms. From quiet mornings in Portland to laughter-filled nights at Maine Street, this story is about the courage to rebuild, the ache of transition, and the beauty of uncertainty. Whether you're navigating change or searching for belonging, this is a letter to anyone learning to trust the road ahead.</p>
<p>The post <a href="https://jaredkuvent.com/2025/03/14/a-love-letter-to-maine-finding-my-place-in-a-new-life/">A Love Letter to Maine: Finding My Place in a New Life</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
]]></description>
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					<h2 class="elementor-heading-title elementor-size-default">A Love Letter to Maine: Finding My Place in a New Life</h2>				</div>
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									<p>Dear Maine,</p><p>I knew this move would change me, but I didn’t realize how much until I found myself driving down a quiet road, the trees lining the way like old friends. The air was crisp, the kind that wakes you up and makes you pay attention. And for the first time in a long time, I did.</p><p>Love takes many forms, and right now, I’m learning what it means to fall in love with a place, with a new rhythm of life, with the people who make it feel like home. It’s not all easy—there are moments of loneliness, of doubt, of wondering if I made the right choice. But there’s also discovery, connection, and the feeling that I’m exactly where I’m meant to be, even if I don’t have it all figured out yet.</p><p>This is my love letter to you, Maine—not just to the place, but to the experience of starting fresh, of finding joy in the unfamiliar, and of letting life surprise me.</p>								</div>
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															<img loading="lazy" decoding="async" width="1200" height="672" src="https://jaredkuvent.com/wp-content/uploads/2025/03/microweb4_A_lone_man_standing_in_a_dimly_lit_room_illuminated_o_e9108481-3917-45c4-8399-30f409643826.jpg" class="attachment-large size-large wp-image-2807" alt="" srcset="https://jaredkuvent.com/wp-content/uploads/2025/03/microweb4_A_lone_man_standing_in_a_dimly_lit_room_illuminated_o_e9108481-3917-45c4-8399-30f409643826.jpg 2500w, https://jaredkuvent.com/wp-content/uploads/2025/03/microweb4_A_lone_man_standing_in_a_dimly_lit_room_illuminated_o_e9108481-3917-45c4-8399-30f409643826-800x448.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2025/03/microweb4_A_lone_man_standing_in_a_dimly_lit_room_illuminated_o_e9108481-3917-45c4-8399-30f409643826-768x430.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2025/03/microweb4_A_lone_man_standing_in_a_dimly_lit_room_illuminated_o_e9108481-3917-45c4-8399-30f409643826-1536x861.jpg 1536w, https://jaredkuvent.com/wp-content/uploads/2025/03/microweb4_A_lone_man_standing_in_a_dimly_lit_room_illuminated_o_e9108481-3917-45c4-8399-30f409643826-2048x1148.jpg 2048w" sizes="(max-width: 1200px) 100vw, 1200px" />															</div>
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									<h3><strong>The Joy (and Sting) of Starting Over</strong></h3><p>No one tells you how surreal it is to come back to a place you once knew, only to realize you don’t fit in the way you used to. The landmarks are the same. The streets are familiar. But I’m different now. The kid who walked these roads in high school, dreaming about the bigger world beyond, could never have imagined the version of me that would return decades later.</p><p>There’s a beauty in that—returning with more life experience, with new perspectives, with a deeper understanding of what home <em>actually</em> means. But there’s also an emptiness to it. A strange sense of detachment, as if I’m floating between the past and the present, waiting for everything to settle into place.</p><p>At first, that feeling was hard to shake. The silence of a new apartment, the weight of uncertainty about where I belonged, the echoes of a life I left behind in San Diego. But I’ve learned something about transition: it’s not about finding an exact replacement for what you had before. It’s about creating something <em>new</em>—and that takes time.</p>								</div>
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									<h3><strong>Loneliness as a Side Effect of Change</strong></h3><p>Let’s talk about loneliness, because it deserves a seat at the table. It’s the thing that creeps in when the dust settles, when the excitement of a big move fades into the reality of everyday life. I don’t care how outgoing or adaptable you are—uprooting your life comes with an emotional price tag.</p><p>Some days, I miss the effortless friendships of San Diego. The casual meetups, the inside jokes, the feeling of being woven into the fabric of a place. In Maine, I’ve had to work harder to find those moments. I’ve had to be intentional about putting myself out there, about saying yes to plans, about pushing through the awkwardness of new social circles.</p><p>But here’s the thing: loneliness doesn’t mean you made the wrong choice. It’s just part of the process. If you sit with it instead of running from it, you start to see it for what it is—a growing pain, not a permanent state.</p><p>And the antidote? <em>Love.</em> Not just the romantic kind, but the love that comes from connection, from community, from showing up and letting people in.</p>								</div>
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									<h3><strong>Finding Love in All Its Forms</strong></h3><p>Love is meeting new people at Maine Street in Ogunquit, laughing over drinks, watching RuPaul’s Drag Race, and realizing that this little LGBTQ bar has become a cornerstone of my new life. Love is the comfort of a familiar face in a coffee shop, the barista who remembers my order, the friend who texts just to check in.</p><p>Love is living with Luke, navigating the weirdness and joy of sharing a space with a close friend, finding a rhythm that works for both of us. It’s the way we’ve made traditions out of small things—weekly outings, binge-watching old reality shows, making each other laugh on days that feel impossibly heavy.</p><p>And yes, love is also dating. It’s opening myself up to the idea of romance in a place that feels both new and familiar. It’s the excitement of possibility, the vulnerability of putting yourself out there, the reminder that even in a season of rebuilding, there’s room for something unexpected.</p>								</div>
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									<h3><strong>Cautions and Advice for Those in Transition</strong></h3><p>If I’ve learned anything in this process, it’s that starting over is equal parts thrilling and terrifying. Some days, you feel invincible—like you can conquer anything. Other days, you wonder if you’ve made a terrible mistake. That’s normal.</p><p>So if you ever find yourself in the middle of a major life shift, here’s my advice:</p><ul><li><strong>Expect loneliness, but don’t let it define you.</strong> It’s temporary. Keep showing up.</li><li><strong>Find your rituals.</strong> Whether it’s a favorite café, a weekly event, or a quiet moment in a place that feels like yours, routine brings stability.</li><li><strong>Be open to new friendships.</strong> They won’t replace old ones, but they’ll bring something fresh into your life.</li><li><strong>Let yourself grieve the past, but don’t live there.</strong> Missing what you left behind is okay, but don’t let it stop you from embracing what’s ahead.</li><li><strong>Give love freely, in all its forms.</strong> Love isn’t just about romance—it’s about connection, kindness, and investing in the people around you.</li></ul>								</div>
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															<img loading="lazy" decoding="async" width="1200" height="672" src="https://jaredkuvent.com/wp-content/uploads/2025/03/microweb4_A_vast_ocean_at_twilight_waves_crashing_and_retreatin_2c05e9c6-b29d-437f-b6e3-3b13bc29e439.jpg" class="attachment-large size-large wp-image-2814" alt="" srcset="https://jaredkuvent.com/wp-content/uploads/2025/03/microweb4_A_vast_ocean_at_twilight_waves_crashing_and_retreatin_2c05e9c6-b29d-437f-b6e3-3b13bc29e439.jpg 2500w, https://jaredkuvent.com/wp-content/uploads/2025/03/microweb4_A_vast_ocean_at_twilight_waves_crashing_and_retreatin_2c05e9c6-b29d-437f-b6e3-3b13bc29e439-800x448.jpg 800w, https://jaredkuvent.com/wp-content/uploads/2025/03/microweb4_A_vast_ocean_at_twilight_waves_crashing_and_retreatin_2c05e9c6-b29d-437f-b6e3-3b13bc29e439-768x430.jpg 768w, https://jaredkuvent.com/wp-content/uploads/2025/03/microweb4_A_vast_ocean_at_twilight_waves_crashing_and_retreatin_2c05e9c6-b29d-437f-b6e3-3b13bc29e439-1536x861.jpg 1536w, https://jaredkuvent.com/wp-content/uploads/2025/03/microweb4_A_vast_ocean_at_twilight_waves_crashing_and_retreatin_2c05e9c6-b29d-437f-b6e3-3b13bc29e439-2048x1148.jpg 2048w" sizes="(max-width: 1200px) 100vw, 1200px" />															</div>
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									<h3><strong>The Next Chapter</strong></h3><p>I don’t know exactly where this road leads, Maine. But maybe that’s the point.</p><p>Somewhere between the frost-laced windows of my apartment and the winding roads that carry me through this new life, I’ve realized that love isn’t always a person, a moment, or a single defining feeling. Sometimes, love is found in the in-between spaces—the deep breath before stepping into something unknown, the quiet comfort of a home that is still learning your name, the laughter of a friend who just gets it. It’s in the ache of missing what once was, and the pulse of excitement for what could be.</p><p>I came here searching for something—maybe a sense of belonging, maybe a fresh start, maybe just proof that I could do it. But what I’ve found is something even more unexpected: a willingness to sit in the uncertainty and trust that the road ahead will hold me. That somewhere in the echoes of old memories and the whispers of new ones being written, I am building something real.</p><p>So, Maine, I don’t have all the answers yet. But I do know this—I am here. I am showing up. I am walking forward, even when the path is blurred. And maybe, just maybe, that’s what love really is.</p>								</div>
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		<p>The post <a href="https://jaredkuvent.com/2025/03/14/a-love-letter-to-maine-finding-my-place-in-a-new-life/">A Love Letter to Maine: Finding My Place in a New Life</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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		<title>Back in the Flow: Life, Work, and New Beginnings in Maine</title>
		<link>https://jaredkuvent.com/2025/03/11/back-in-the-flow-life-work-and-new-beginnings-in-maine/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=back-in-the-flow-life-work-and-new-beginnings-in-maine</link>
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		<dc:creator><![CDATA[Jared Kuvent]]></dc:creator>
		<pubDate>Tue, 11 Mar 2025 22:23:11 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[adulthood reflections]]></category>
		<category><![CDATA[career evolution]]></category>
		<category><![CDATA[community building]]></category>
		<category><![CDATA[embracing change]]></category>
		<category><![CDATA[exploring Maine]]></category>
		<category><![CDATA[finding home]]></category>
		<category><![CDATA[friendship]]></category>
		<category><![CDATA[homecoming]]></category>
		<category><![CDATA[life transitions]]></category>
		<category><![CDATA[local culture]]></category>
		<category><![CDATA[Maine]]></category>
		<category><![CDATA[making connections]]></category>
		<category><![CDATA[moving back home]]></category>
		<category><![CDATA[new beginnings]]></category>
		<category><![CDATA[personal growth]]></category>
		<category><![CDATA[professional journey]]></category>
		<category><![CDATA[rediscovery]]></category>
		<category><![CDATA[resilience]]></category>
		<category><![CDATA[returning to roots]]></category>
		<category><![CDATA[settling in]]></category>
		<category><![CDATA[work-life balance]]></category>
		<guid isPermaLink="false">https://jaredkuvent.com/?p=2790</guid>

					<description><![CDATA[<p>Returning to Maine after years away is more than just a homecoming—it’s a rediscovery of self, community, and purpose. This journey isn’t just about settling into a new space, but about reconnecting with old friends, forging new bonds, and building a life that blends past experiences with future ambitions. It’s about finding comfort in routine while embracing the unknown, balancing nostalgia with fresh perspectives, and stepping fully into a chapter shaped by growth, resilience, and belonging. From deepening friendships to exploring Maine through an adult lens, this story reflects on what it means to return, redefine, and rebuild a sense of home.</p>
<p>The post <a href="https://jaredkuvent.com/2025/03/11/back-in-the-flow-life-work-and-new-beginnings-in-maine/">Back in the Flow: Life, Work, and New Beginnings in Maine</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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					<h2 class="elementor-heading-title elementor-size-default">Back in the Flow: Life, Work, and New Beginnings in Maine</h2>				</div>
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									<p>The last time I wrote, I had just arrived in Maine, closing the chapter on my cross-country journey and opening a new one in my home state. And then… silence. No updates, no blog posts. Not because there wasn’t anything to say—if anything, there was too much. Every day has been full of settling in, reconnecting, learning, and figuring out what this new life actually looks like.</p><p>Now that I’m feeling more grounded, it’s time to pick up the thread again. The past few months have been about more than just unpacking boxes and adjusting to the cold. I’ve been rediscovering Maine through fresh eyes, jumping back into structured work, making new connections, and carving out the rhythms of daily life.</p><p>I may have paused my blogging, but the story never stopped.</p><h3>Jumping Back into Development with Angel City Data</h3><p>Working with Angel City Data has been a return to something familiar but also a big shift. I’ve spent the past several years working solo, building things on my own, setting my own deadlines, and handling every aspect of a project. Even when I was at Nickelodeon, I was largely self-directed. Now, I’m part of a team again, collaborating daily, and that dynamic has been an adjustment in the best way possible.</p><p>Joe, the lead developer I work with, has been an incredible mentor. He’s got a level of technical expertise that I deeply respect, and he’s also incredibly patient in guiding me through their systems and best practices. We check in regularly, bouncing ideas off each other, troubleshooting issues, and refining workflows. It’s bringing back so much of what I love about development—not just problem-solving, but doing it alongside other smart, passionate people.</p><p>A big part of this role has been sharpening skills I haven’t had to lean on for a while. Front-end design, scripting, database development—every day is a mix of familiar territory and re-learning. The work itself is deeply satisfying, but what’s been just as valuable is the structure. Twice-weekly team meetings give me a real sense of connection with my coworkers, even in a remote setting. We start each meeting by sharing something from our personal lives before diving into work updates. It keeps things human, which is important, especially in a team spread out across different locations.</p><p>One of the moments that really stuck with me was a conversation I had with my colleague, Deb. We were talking about how I’m adjusting, and I mentioned that managing ADHD and Bipolar II while getting back into full-time work has been its own challenge. She responded with nothing but understanding and support, even sharing her own experiences with neurodivergence. It made me realize that this is a workplace where people actually care about each other as individuals, not just as workers. That’s a rare thing, and it’s something I don’t take for granted.</p><p>Being back in structured client work after years of freelancing has reminded me of how much I enjoy this kind of environment. It’s busy, it’s engaging, and it keeps me on my toes. And at the same time, I’m feeling more capable every day.</p><h3>Settling into Maine—The People, the Places, and the Unexpected</h3><p>Coming back to Maine as an adult has been both familiar and completely different. The landscape, the people, the way of life—it’s all still here, but I’m seeing it through a different lens now. When I was younger, Maine was just where I was from. Now, it feels like a choice, a place I’ve deliberately returned to, and that shift in perspective makes everything feel more intentional.</p><p>One of the biggest surprises has been how much I’ve craved community since coming back. I know plenty of people here, but there have been moments of loneliness, which caught me off guard. Maybe it’s the stark contrast from being on the road, constantly meeting new people and seeing new places. Maybe it’s just part of the transition. Either way, I’ve been making an effort to put myself out there, to reconnect, and to build something new.</p><p>One of the best discoveries so far has been Maine Street in Ogunquit. Every Friday night, Luke and I drive down to this LGBTQ+ bar for a night of RuPaul’s Drag Race, karaoke, and pool. It’s quickly become our weekly ritual, a night where we can just relax and have fun. The bartender, John, already knows us, and the place has this welcoming, small-town feel where you start seeing the same faces week after week. It’s a totally different energy from San Diego’s LGBTQ+ scene, but I love it for what it is.</p>								</div>
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									<p>I’ve also been exploring Portland’s coffee shops, trying out different places to work from. There’s something about sitting in a bustling café with my laptop, surrounded by the sounds of conversations and espresso machines, that helps me focus. It’s part of my process now—rotating through different spots, finding my favorites, and making them part of my routine.</p><h3>New Rituals, New Rhythms</h3><p>If I could take my San Diego self on a day around Portland, I think he’d be pleasantly surprised. The day would start with brunch at The Friendly Toast, followed by a walk through the Old Port down to Bard Coffee, one of the best in the city. We’d stop by Portland Head Light, take in the rocky coastline, and then grab dinner in Falmouth before heading to Maine Street in Ogunquit for a night out.</p><p>That’s been one of the best parts of settling in here—building these new rituals.</p><p>Every Friday night, Maine Street.</p><p>Every week, a new coffee shop to work from.</p><p>Every now and then, a drive along the coast, just to take it all in.</p><p>Maine has a slower pace, but that’s not a bad thing. It gives me space to actually be present in my own life.</p>								</div>
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									<h3>Living with Luke—A New Chapter in Our Friendship</h3><p>Living with Luke has been one of the most rewarding parts of this transition. After traveling cross-country together, we already knew we could co-exist, but sharing a home has deepened our friendship in ways I didn’t expect.</p><p>One of our biggest bonding rituals? Watching Drag Race together. We’ve made it a goal to go through every season, offering commentary on the queens, the lip syncs, and the sheer chaos of it all.</p><p>Our routines mesh well, too. Luke works full-time, which means I have the apartment to myself during the afternoons to work. It’s a perfect balance—enough solo time to focus, but still having someone to share the day with when work is done.</p><p>Beyond just logistics, having someone in my corner during such a big life transition has meant everything. We’ve been able to process this move together—talking through the challenges, celebrating the wins, and figuring things out as we go.</p><h3><strong>Maine, Through a Different Lens</strong></h3><p>Maine isn’t just home—it’s an entirely new experience now. I notice things I didn’t before. I appreciate things that used to seem ordinary. The people, the community, the rhythm of life—it all feels richer.</p>								</div>
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									<p>But returning somewhere familiar isn’t the same as going back. I’m not the same person who left all those years ago, and Maine isn’t the same place I left behind. It’s not about picking up where I left off; it’s about carving out something new in a place that’s been waiting for me in its own way.</p><p>There’s a strange, beautiful contradiction in coming home: the comfort of familiarity and the exhilaration of rediscovery. Every street corner holds an old memory, yet every day I create something new. The echoes of the past are here, but they don’t define what’s next. That part is up to me.</p><p>This transition hasn’t been without its challenges—there have been moments of loneliness, of doubt, of wondering if I made the right move. But change isn’t about erasing discomfort; it’s about pushing through it, about learning to sit with uncertainty until it transforms into something else—something that feels like possibility.</p><p>What I do know is this: I’m where I’m supposed to be. The work I’m doing, the people I’m meeting, the rituals I’m creating—it all feels like the beginning of something bigger.</p><p>And maybe that’s the best part of all.</p><p>I’m not just coming home.</p><p>I’m building one.</p>								</div>
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		<p>The post <a href="https://jaredkuvent.com/2025/03/11/back-in-the-flow-life-work-and-new-beginnings-in-maine/">Back in the Flow: Life, Work, and New Beginnings in Maine</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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