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#visual-design — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #visual-design, aggregated by home.social.

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  1. Teaching early teens how to create their own game assets for #VisualNovels (and #GameDev in general) and today we were talking about using layers to speed up art creation (alpha locking, filters on layer groups), to give characters different expressions, or even create variations with multiple colours without having to redraw the whole image every time. In talking about expressions we discussed icons and why adding two diagonal lines to an orcs face immediately makes them an angry orc.

    We also talked about how you always want clear visual separation between your visual focus (the orc) and the background (the corridor), lowering saturation and making sure that there's a contrast between the edge of the focus object and the background even if it isn't "realistic" - i.e. why it wouldn't work to have the corridor fade to black if we want to use filled line art with black lines.

    All after doing some thumbnail sketches to work out what the problems were in the first place. Not bad for an hours work!

  2. Teaching early teens how to create their own game assets for #VisualNovels (and #GameDev in general) and today we were talking about using layers to speed up art creation (alpha locking, filters on layer groups), to give characters different expressions, or even create variations with multiple colours without having to redraw the whole image every time. In talking about expressions we discussed icons and why adding two diagonal lines to an orcs face immediately makes them an angry orc.

    We also talked about how you always want clear visual separation between your visual focus (the orc) and the background (the corridor), lowering saturation and making sure that there's a contrast between the edge of the focus object and the background even if it isn't "realistic" - i.e. why it wouldn't work to have the corridor fade to black if we want to use filled line art with black lines.

    All after doing some thumbnail sketches to work out what the problems were in the first place. Not bad for an hours work!

  3. Teaching early teens how to create their own game assets for #VisualNovels (and #GameDev in general) and today we were talking about using layers to speed up art creation (alpha locking, filters on layer groups), to give characters different expressions, or even create variations with multiple colours without having to redraw the whole image every time. In talking about expressions we discussed icons and why adding two diagonal lines to an orcs face immediately makes them an angry orc.

    We also talked about how you always want clear visual separation between your visual focus (the orc) and the background (the corridor), lowering saturation and making sure that there's a contrast between the edge of the focus object and the background even if it isn't "realistic" - i.e. why it wouldn't work to have the corridor fade to black if we want to use filled line art with black lines.

    All after doing some thumbnail sketches to work out what the problems were in the first place. Not bad for an hours work!

  4. Teaching early teens how to create their own game assets for #VisualNovels (and #GameDev in general) and today we were talking about using layers to speed up art creation (alpha locking, filters on layer groups), to give characters different expressions, or even create variations with multiple colours without having to redraw the whole image every time. In talking about expressions we discussed icons and why adding two diagonal lines to an orcs face immediately makes them an angry orc.

    We also talked about how you always want clear visual separation between your visual focus (the orc) and the background (the corridor), lowering saturation and making sure that there's a contrast between the edge of the focus object and the background even if it isn't "realistic" - i.e. why it wouldn't work to have the corridor fade to black if we want to use filled line art with black lines.

    All after doing some thumbnail sketches to work out what the problems were in the first place. Not bad for an hours work!

  5. Teaching early teens how to create their own game assets for #VisualNovels (and #GameDev in general) and today we were talking about using layers to speed up art creation (alpha locking, filters on layer groups), to give characters different expressions, or even create variations with multiple colours without having to redraw the whole image every time. In talking about expressions we discussed icons and why adding two diagonal lines to an orcs face immediately makes them an angry orc.

    We also talked about how you always want clear visual separation between your visual focus (the orc) and the background (the corridor), lowering saturation and making sure that there's a contrast between the edge of the focus object and the background even if it isn't "realistic" - i.e. why it wouldn't work to have the corridor fade to black if we want to use filled line art with black lines.

    All after doing some thumbnail sketches to work out what the problems were in the first place. Not bad for an hours work!

  6. Creare Siti Web Aziendali Che Generano Vendite: Guida Pratica Creare Siti Web Aziendali Che Generano Vendite: Guida Pratica Scopri i segreti per creare siti web aziendali che generano vendite con questa guida pratica! #GuidaWeb #VenditeOnline Ottimizza il tuo sito con tecniche SEO e strategie di gestione dei contenuti! #SEO #ContentManagement Migliora l'esperienza utente con suggerimenti su elementi visivi coinvolgenti e brand consistency! #UserExperience #VisualDesign Massimizza le prestazio...

  7. Creare Siti Web Aziendali Che Generano Vendite: Guida Pratica Creare Siti Web Aziendali Che Generano Vendite: Guida Pratica Scopri i segreti per creare siti web aziendali che generano vendite con questa guida pratica! #GuidaWeb #VenditeOnline Ottimizza il tuo sito con tecniche SEO e strategie di gestione dei contenuti! #SEO #ContentManagement Migliora l'esperienza utente con suggerimenti su elementi visivi coinvolgenti e brand consistency! #UserExperience #VisualDesign Massimizza le prestazio...

  8. work continues on my industrial ag mega-zine.

    while i was working on the "consequences of synthetic fertilizer" spreads (that's right, there will be *multiple*), i realized that i had a lot of text and not too many images.

    basically an entire spread is devoted to eutrophication and the gulf dead zone (because it's kind of a complicated subject), and i have plenty of images for that.

    but for some of the other stuff, i didn't. i know that people don't want to read too much, so after looking for a long time for appropriate images, i decided to.... make. an. infographic.

    that's right ladies and gentletheys, i have made an infographic for the first time in my life.

    the graphic shows the various uses of US corn production in percentages of total production. the data came from here: afdc.energy.gov/data/10340

    now, infographics are a touchy subject for me. it's extremely rare for me to see an infographic and think "wow, now i understand the subject better" instead of "wow, this was not helpful at all, and in fact i may be even more confused."

    a lot of infographics look nice if you sort of let your eyes unfocus and enjoy the visual element (and i respect the work it takes to do that!), but it's very rare to find an infographic that's both visually nice to look at and actually communicates something *without* being too heavy on the details (i know some people love the details, but i very quickly get visually overwhelmed when there are too many...i'm looking at you "national geographic").

    so, presented for your humble viewing, here is my first infographic, made with extreme reluctance, weirdly awkward because it had to fit into a particular space on the page, kind of crowded because i wanted it to be easily read by folks who might have trouble seeing stuff that's real small, and also i want it to communicate kind of a lot of information without getting overly-complicated.

    hooray for my first infographic, and if i ever have to make another one, may it be better.

    i hope you feel informed by it! i think this is valuable info to know: the vast majority of the #1 most-produced crop in the US does NOT go to feed people.

    #corn #food #agriculture #infographics #VisualDesign #art #wip

  9. work continues on my industrial ag mega-zine.

    while i was working on the "consequences of synthetic fertilizer" spreads (that's right, there will be *multiple*), i realized that i had a lot of text and not too many images.

    basically an entire spread is devoted to eutrophication and the gulf dead zone (because it's kind of a complicated subject), and i have plenty of images for that.

    but for some of the other stuff, i didn't. i know that people don't want to read too much, so after looking for a long time for appropriate images, i decided to.... make. an. infographic.

    that's right ladies and gentletheys, i have made an infographic for the first time in my life.

    the graphic shows the various uses of US corn production in percentages of total production. the data came from here: afdc.energy.gov/data/10340

    now, infographics are a touchy subject for me. it's extremely rare for me to see an infographic and think "wow, now i understand the subject better" instead of "wow, this was not helpful at all, and in fact i may be even more confused."

    a lot of infographics look nice if you sort of let your eyes unfocus and enjoy the visual element (and i respect the work it takes to do that!), but it's very rare to find an infographic that's both visually nice to look at and actually communicates something *without* being too heavy on the details (i know some people love the details, but i very quickly get visually overwhelmed when there are too many...i'm looking at you "national geographic").

    so, presented for your humble viewing, here is my first infographic, made with extreme reluctance, weirdly awkward because it had to fit into a particular space on the page, kind of crowded because i wanted it to be easily read by folks who might have trouble seeing stuff that's real small, and also i want it to communicate kind of a lot of information without getting overly-complicated.

    hooray for my first infographic, and if i ever have to make another one, may it be better.

    i hope you feel informed by it! i think this is valuable info to know: the vast majority of the #1 most-produced crop in the US does NOT go to feed people.

    #corn #food #agriculture #infographics #VisualDesign #art #wip

  10. work continues on my industrial ag mega-zine.

    while i was working on the "consequences of synthetic fertilizer" spreads (that's right, there will be *multiple*), i realized that i had a lot of text and not too many images.

    basically an entire spread is devoted to eutrophication and the gulf dead zone (because it's kind of a complicated subject), and i have plenty of images for that.

    but for some of the other stuff, i didn't. i know that people don't want to read too much, so after looking for a long time for appropriate images, i decided to.... make. an. infographic.

    that's right ladies and gentletheys, i have made an infographic for the first time in my life.

    the graphic shows the various uses of US corn production in percentages of total production. the data came from here: afdc.energy.gov/data/10340

    now, infographics are a touchy subject for me. it's extremely rare for me to see an infographic and think "wow, now i understand the subject better" instead of "wow, this was not helpful at all, and in fact i may be even more confused."

    a lot of infographics look nice if you sort of let your eyes unfocus and enjoy the visual element (and i respect the work it takes to do that!), but it's very rare to find an infographic that's both visually nice to look at and actually communicates something *without* being too heavy on the details (i know some people love the details, but i very quickly get visually overwhelmed when there are too many...i'm looking at you "national geographic").

    so, presented for your humble viewing, here is my first infographic, made with extreme reluctance, weirdly awkward because it had to fit into a particular space on the page, kind of crowded because i wanted it to be easily read by folks who might have trouble seeing stuff that's real small, and also i want it to communicate kind of a lot of information without getting overly-complicated.

    hooray for my first infographic, and if i ever have to make another one, may it be better.

    i hope you feel informed by it! i think this is valuable info to know: the vast majority of the #1 most-produced crop in the US does NOT go to feed people.

    #corn #food #agriculture #infographics #VisualDesign #art #wip

  11. work continues on my industrial ag mega-zine.

    while i was working on the "consequences of synthetic fertilizer" spreads (that's right, there will be *multiple*), i realized that i had a lot of text and not too many images.

    basically an entire spread is devoted to eutrophication and the gulf dead zone (because it's kind of a complicated subject), and i have plenty of images for that.

    but for some of the other stuff, i didn't. i know that people don't want to read too much, so after looking for a long time for appropriate images, i decided to.... make. an. infographic.

    that's right ladies and gentletheys, i have made an infographic for the first time in my life.

    the graphic shows the various uses of US corn production in percentages of total production. the data came from here: afdc.energy.gov/data/10340

    now, infographics are a touchy subject for me. it's extremely rare for me to see an infographic and think "wow, now i understand the subject better" instead of "wow, this was not helpful at all, and in fact i may be even more confused."

    a lot of infographics look nice if you sort of let your eyes unfocus and enjoy the visual element (and i respect the work it takes to do that!), but it's very rare to find an infographic that's both visually nice to look at and actually communicates something *without* being too heavy on the details (i know some people love the details, but i very quickly get visually overwhelmed when there are too many...i'm looking at you "national geographic").

    so, presented for your humble viewing, here is my first infographic, made with extreme reluctance, weirdly awkward because it had to fit into a particular space on the page, kind of crowded because i wanted it to be easily read by folks who might have trouble seeing stuff that's real small, and also i want it to communicate kind of a lot of information without getting overly-complicated.

    hooray for my first infographic, and if i ever have to make another one, may it be better.

    i hope you feel informed by it! i think this is valuable info to know: the vast majority of the #1 most-produced crop in the US does NOT go to feed people.

    #corn #food #agriculture #infographics #VisualDesign #art #wip

  12. work continues on my industrial ag mega-zine.

    while i was working on the "consequences of synthetic fertilizer" spreads (that's right, there will be *multiple*), i realized that i had a lot of text and not too many images.

    basically an entire spread is devoted to eutrophication and the gulf dead zone (because it's kind of a complicated subject), and i have plenty of images for that.

    but for some of the other stuff, i didn't. i know that people don't want to read too much, so after looking for a long time for appropriate images, i decided to.... make. an. infographic.

    that's right ladies and gentletheys, i have made an infographic for the first time in my life.

    the graphic shows the various uses of US corn production in percentages of total production. the data came from here: afdc.energy.gov/data/10340

    now, infographics are a touchy subject for me. it's extremely rare for me to see an infographic and think "wow, now i understand the subject better" instead of "wow, this was not helpful at all, and in fact i may be even more confused."

    a lot of infographics look nice if you sort of let your eyes unfocus and enjoy the visual element (and i respect the work it takes to do that!), but it's very rare to find an infographic that's both visually nice to look at and actually communicates something *without* being too heavy on the details (i know some people love the details, but i very quickly get visually overwhelmed when there are too many...i'm looking at you "national geographic").

    so, presented for your humble viewing, here is my first infographic, made with extreme reluctance, weirdly awkward because it had to fit into a particular space on the page, kind of crowded because i wanted it to be easily read by folks who might have trouble seeing stuff that's real small, and also i want it to communicate kind of a lot of information without getting overly-complicated.

    hooray for my first infographic, and if i ever have to make another one, may it be better.

    i hope you feel informed by it! i think this is valuable info to know: the vast majority of the #1 most-produced crop in the US does NOT go to feed people.

    #corn #food #agriculture #infographics #VisualDesign #art #wip

  13. Temporal Design Thinking: Visualizing Design In Time

    "It’s incredibly hard for UI designers to realize just how quickly people are zooming through — or past — the interface they’ve worked so hard to develop, and how little of it they actually take in."

    https://cranfordteague.medium.com/temporal-design-thi

    #DesignThinking #UserExperience #VisualDesign #TemporalDesign #UIDesign #Masto #FickleFutures

  14. Temporal Design Thinking: Visualizing Design In Time

    "It’s incredibly hard for UI designers to realize just how quickly people are zooming through — or past — the interface they’ve worked so hard to develop, and how little of it they actually take in."

    https://cranfordteague.medium.com/temporal-design-thi

    #DesignThinking #UserExperience #VisualDesign #TemporalDesign #UIDesign #Masto #FickleFutures

  15. Temporal Design Thinking: Visualizing Design In Time

    "It’s incredibly hard for UI designers to realize just how quickly people are zooming through — or past — the interface they’ve worked so hard to develop, and how little of it they actually take in."

    https://cranfordteague.medium.com/temporal-design-thi

    #DesignThinking #UserExperience #VisualDesign #TemporalDesign #UIDesign #Masto #FickleFutures

  16. Temporal Design Thinking: Visualizing Design In Time

    "It’s incredibly hard for UI designers to realize just how quickly people are zooming through — or past — the interface they’ve worked so hard to develop, and how little of it they actually take in."

    https://cranfordteague.medium.com/temporal-design-thi

    #DesignThinking #UserExperience #VisualDesign #TemporalDesign #UIDesign #Masto #FickleFutures

  17. Temporal Design Thinking: Visualizing Design In Time

    "It’s incredibly hard for UI designers to realize just how quickly people are zooming through — or past — the interface they’ve worked so hard to develop, and how little of it they actually take in."

    https://cranfordteague.medium.com/temporal-design-thi

    #DesignThinking #UserExperience #VisualDesign #TemporalDesign #UIDesign #Masto #CranfordTeague

  18. Temporal Design Thinking: Visualizing Design In Time

    "It’s incredibly hard for UI designers to realize just how quickly people are zooming through — or past — the interface they’ve worked so hard to develop, and how little of it they actually take in."

    https://cranfordteague.medium.com/temporal-design-thi

  19. Some random elements from Monster, the project to render a video for an old song I did. I am hoping to redo that sometime this year but for now I am continuing to produce this visual rendition. #monster #frankenstein #bubbles #art #writing #visualdesign #thomas #3dart #insanity

  20. Some random elements from Monster, the project to render a video for an old song I did. I am hoping to redo that sometime this year but for now I am continuing to produce this visual rendition. #monster #frankenstein #bubbles #art #writing #visualdesign #thomas #3dart #insanity

  21. Some random elements from Monster, the project to render a video for an old song I did. I am hoping to redo that sometime this year but for now I am continuing to produce this visual rendition. #monster #frankenstein #bubbles #art #writing #visualdesign #thomas #3dart #insanity

  22. Some random elements from Monster, the project to render a video for an old song I did. I am hoping to redo that sometime this year but for now I am continuing to produce this visual rendition. #monster #frankenstein #bubbles #art #writing #visualdesign #thomas #3dart #insanity

  23. Some random elements from Monster, the project to render a video for an old song I did. I am hoping to redo that sometime this year but for now I am continuing to produce this visual rendition. #monster #frankenstein #bubbles #art #writing #visualdesign #thomas #3dart #insanity

  24. Creare Siti Web Aziendali Che Generano Vendite: Guida Pratica Creare Siti Web Aziendali Che Generano Vendite: Guida Pratica Scopri i segreti per creare siti web aziendali che generano vendite con questa guida pratica! #GuidaWeb #VenditeOnline Ottimizza il tuo sito con tecniche SEO e strategie di gestione dei contenuti! #SEO #ContentManagement Migliora l'esperienza utente con suggerimenti su elementi visivi coinvolgenti e brand consistency! #UserExperience #VisualDesign Massimizza le prestazio...

  25. In experience interface design, time is relative, where the actor can drive as quickly or as slowly through the interface as the desire. And yet we design as if one speed and one path fits all.

    https://cranfordteague.medium.com/temporal-design-thi

    #DesignThinking #TemporalDesign #VisualDesign #InterfaceDesign #UserExperience #Masto #FickleFutures

    🧵 2/2

  26. In experience interface design, time is relative, where the actor can drive as quickly or as slowly through the interface as the desire. And yet we design as if one speed and one path fits all.

    https://cranfordteague.medium.com/temporal-design-thi

    #DesignThinking #TemporalDesign #VisualDesign #InterfaceDesign #UserExperience #Masto #FickleFutures

    🧵 2/2

  27. In experience interface design, time is relative, where the actor can drive as quickly or as slowly through the interface as the desire. And yet we design as if one speed and one path fits all.

    https://cranfordteague.medium.com/temporal-design-thi

    #DesignThinking #TemporalDesign #VisualDesign #InterfaceDesign #UserExperience #Masto #FickleFutures

    🧵 2/2

  28. In experience interface design, time is relative, where the actor can drive as quickly or as slowly through the interface as the desire. And yet we design as if one speed and one path fits all.

    https://cranfordteague.medium.com/temporal-design-thi

    #DesignThinking #TemporalDesign #VisualDesign #InterfaceDesign #UserExperience #Masto #FickleFutures

    🧵 2/2

  29. In experience interface design, time is relative, where the actor can drive as quickly or as slowly through the interface as the desire. And yet we design as if one speed and one path fits all.

    https://cranfordteague.medium.com/temporal-design-thi

    #DesignThinking #TemporalDesign #VisualDesign #InterfaceDesign #UserExperience #Masto #CranfordTeague

    🧵 2/2

  30. In experience interface design, time is relative, where the actor can drive as quickly or as slowly through the interface as the desire. And yet we design as if one speed and one path fits all.

    https://cranfordteague.medium.com/temporal-design-thi

    🧵 2/2

  31. "I wish Affinity worked on Linux"

    Surprise! You can install the latest version of Affinity on Linux in just 15 minutes:
    github.com/ryzendew/Linux-Affi

    And although that is a community-run project, Canva are considering officially supporting Affinity on Linux:
    techcentral.co.za/affinity-for

    #Design #VisualDesign #GraphicDesign #Affinity #AffinityOnLinux #Linux