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PUBLISHED
July 24, 2025

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Do you really need to master every tool to become a successful digital designer?

We asked four leading creatives: Jason Ebeyer, Alejandro Spano, Andrew Sigarev, and Yimeng Yu about authorship, outsourcing, and the myth of total fluency. From rejecting purist ideals to embracing niche tools, each designer shared their approach to navigating a growing pipeline of platforms.

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Creating a garment in CLO. Simulating fabric in Marvelous Designer. Sculpting in ZBrush, texturing in Substance, building avatars in Daz 3D, animating scenes in Houdini, rendering in Cinema 4D. Then comes the rest—rigging, post-production, shaders, environments, and endless exporting.

This is the reality many digital designers face today. The creative process is no longer limited to designing ideas, it demands fluency in tools, formats, and workflows. It’s a system that’s intensive, layered, and often overwhelming.

When digital fashion first emerged, it promised sustainability, speed, and creative freedom. But somewhere along the way, a new pressure took hold: the idea that to stay visible, relevant, or hireable, you need to master everything. Every tool. Every update. Every workflow.

A July 2025 study of 1,000 digital creators in the U.S. and U.K. found that 52% reported burnout and 40% cited creative fatigue, triggered by constant shifts between tools and channels. In-house creative teams also report high levels of stress: 76% of team leads say their groups have felt burned out, in part due to juggling multiple high‑priority projects simultaneously.

We wanted to question whether this kind of mastery is needed and spoke with four leading digital designers about their personal toolkits, the tension between creativity and technical execution, and the myth of total fluency. Do you really need to learn it all? What’s the cost of outsourcing? Can creativity still come first? Does technical skill outweigh creative direction, or is it the other way around? The responses were honest, self-aware, and in many cases, conflicted.

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Ebeyer knows this conflict firsthand. “When I first started to teach myself 3D software, I had this mentality that I had to create everything myself,” he says. “I’ve been in this space for over eight years now, and I realised that wasn’t for me. It also wasn’t something I actually enjoyed.”

Ebeyer’s day-to-day tools are Blender, Marvelous Designer, and Daz 3D, with Adobe Suite for polish. “I love the storytelling aspect of my work, if I'm able to get to the point I'm trying to make quicker and more efficiently by using assets made by another artist then I will go down that path. I understand some people are 'purists' when it comes to their work, but that isn't me.”

The idea of ‘creative purity’, that a real designer builds everything solo, is losing ground. What’s replacing it is a more pragmatic approach: build what matters, outsource what doesn’t, and don’t let software fetishism block the work.

“Technical skill, I feel, can sometimes get in the way of creativity,” Ebeyer says. “You can get caught up trying to do things the 'right' way. But as long as you're able to present your ideas honestly, that really shows through.”

Technical skill, I feel can sometimes get in the way of creativity because you can get caught up on trying to do things the "right" way.
Jason Ebeyer

In commercial projects, he outsources. For personal work, he experiments. The joy is in the making, but that doesn’t mean doing everything. "I will sometimes outsource things like specific garment or object creation in order to meet a deadline and if something is just out of my skillset. And then with my personal work, I try to do as much as I can because the process and the experimenting is part of the joy for me. In saying that, I still will buy assets like texture packs or 3D objects from other artists to help fill my scenes and tell my stories."

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Spano splits his time between 3D and videography, two disciplines that demand different toolkits. Adobe Suite, Blender, Unreal Engine, DSLR gear, lights, backdrops, mics.

“I’ve always tried to do everything myself in order to reach my goals,” he says. “But now, when there’s a budget, I try to find people who already know what they’re doing. The process runs smoother. The results are better.”

Still, like most artists working without a full team, he often ends up carrying the entire pipeline. “If the budget’s not there, one person has to script, shoot, edit, and promote, even if they’ve never done it before. That’s just the reality.”

Spano realized that some things just weren’t worth the time. “I gave up on writing code,” he says. “There are people who can do in minutes what would take me a month, if I even got it right.”

But he isn’t advocating for creative ignorance. Quite the opposite. “You don’t need to master everything,” he says, “But if you’re going to direct a video, you need to understand how a camera works. Otherwise, you won’t be speaking the same language.”

You don’t need to master everything, but if you’re going to direct a video, you need to understand how a camera works. Otherwise, you won’t be speaking the same language.”
Alejandro Spano

Even within the creative process, the artist values collaborative acceleration. “Having a stylist, DOP, or editor around helps me focus. I’m trying to outsource more, not to do less, but to do better.”

Spano also points to a creative paradox: that low-tech work often performs just as well, if not better, than highly polished production. “Sometimes projects with bad lighting and low fidelity get massive engagement. Sometimes technically perfect work doesn’t get seen at all. Although you'll always need to master some tools to be able to produce anything. Knowledge that can be acquired in university, on YouTube, or with your own experience, that doesn't matter, but the basic skills have to be there.”

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Sigarev works mainly in Houdini and Cinema 4D. “They just work really well for the kind of art I do,” he says. “I think spending a couple hundred hours on one software will always be more valuable than jumping between ten for 10 or 20 hours each.”

For Andrew, the pressure to “know it all” is structural. “The whole ‘you need to master everything’ mindset mostly comes from parts of the industry where people are expected to fill five roles at once. That’s not sustainable. It’s also not smart.”

The whole ‘you need to master everything’ mindset mostly comes from parts of the industry where people are expected to fill five roles at once. That’s not sustainable. It’s also not smart.
Andrew Sigarev

Instead, he advocates for targeted depth. “If you’d rather go deep into one niche, that’s perfectly valid. That’s actually the smarter way, in my opinion.”

But he’s not anti-tool. “I buy niche software all the time, sometimes just for one project or task. If it does the job well once, that’s enough. 3D as a field exists the way it does because of the diversity of tools. You shouldn’t be afraid of them.”

On personal projects, Sigarev prefers full authorship, but commercially, he’s flexible. “I don’t do hard surface modeling, so I’ll outsource that. But I also do a lot of creative direction, and having a deep understanding of the technical side helps everything run smoother. Even if I’m not the one doing it.”

Andrew’s philosophy is simple: if your ideas are complex, your skillset should rise to meet them. But that doesn’t mean doing everything. It means knowing what you’re doing enough, and building the right people around it.

Yimeng Yu

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Yu's workflow spans Cinema 4D, Style3D, Rhino, Midjourney, and Runway. But she’s clear: “What’s important is to master everything I need. Figuring out the most suitable software and workflow is much more important to me than ticking every box.”

The tool is not the goal, it’s the translator between your idea and your execution. Master the ones that speak your language.
Yimeng Yu

While she values versatility, she also believes in having a core. “Both ways are great—being fluent in many or going deep with one. Personally, I prefer to be fluent in many. But I always have one main tool that anchors my workflow.”

Unlike many designers who feel pressure to constantly onboard new software, Yu takes a different approach. “It depends on the time I have and what I want to create. I prefer to work with tools I already know, because that’s where I’m most creative.” From her perspective, technical skill is fundamental. “If you understand the techniques better, you have more freedom to create. It gives you room to experiment.”

She draws a clear line between commercial and personal practice. “For personal work, I don’t outsource anything. I want to build everything myself. But in commercial projects, yes, collaboration is essential.”

Her approach is less about mastery in the abstract and more about creative control. “The tool is not the goal, it’s the translator between your idea and your execution. Master the ones that speak your language.”

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