The history of the visual design of user interfaces can be described as a gradual change towards more realism. As computers have become faster, designers have added increasingly realistic details such as color, 3D effects, shadows, translucency, and even simple physics. Some of these changes have helped usability. Shadows behind windows help us see which window is active. The physicality of the iPhone’s user interface makes the device more natural to use…. continue reading article…Leave a comment
Posted in 2D Design, Games, Web Tagged application icons, design, design tips, icon design, ui, UI design, ui design tips, user intercace design, user interface, user interface design tips
Posted in 2D Design Tagged 3rd jersey, concept art, design, edge, edmonton oilers, edmonton oilers 3rd jersey, hockey, hockey jersey, king jersey, kings, logo, los angeles kings, los angeles kings 3rd jersey, nhl, oilers, oilers jersey, rbk, rbk edge, reebok
I really don’t like some of the new RBK Edge hockey jerseys currently being used, so I decided to create my own versions to fix them, rather than change them completely.
EDMONTON OILERS RE-DESIGN
Take the Edmonton Oilers, for instance. They decided to throw out their heritage and tradition completely and go with the new trendy “Edge” design, ala vertical piping. I HATE THIS DESIGN! Hockey jerseys are not meant to be vertical, horizontal stripes are traditional because they are strong and powerful. Not only that, the Captain “C” and Assistant “A” on the front overlap the vertical piping and looks hideous. And those arm bands… don’t even get me started… did they not have enough fabric to put them all the way around the arms!?
So I went back to something the Oilers built on for years, but with a few tweaks. The old 80′s jersey had quite a lot of orange in them so I toned that down and added white numbering instead and no orange on the end of the sleeves. I also opted out of using the red color they’ve had the last number of years to give a more bold blue/orange/white jersey. Overall, this jersey would look great on the tv and at a distance.
Now as for the Kings, I have never liked their new Crown logo. It feels weak and fragile (much like their current team). I like the purple/silver/black color combination so I kept that… however I did not use Purple in the logo, just the jersey color. I have always been a fan of the “Gretzky” Era logo so I just wanted to update it using the new workmark. I’ve updated the crown a bit as well. I don’t like how detailed and 3D the new crown looks, plus its a lot smaller. I did not use the “Kings” streak effect since the font is stylized enough on its own and would detract from the design. It’s understandable some people don’t like this logo because of its resemblance to Chevy but I feel the original was a solid design.4 Comments
Posted in 2D Design, 3D Design, Games Tagged 40000, 40k, dark crusade, dawn, dawn of war, design, Games, hud, necrons, pc, relic, rts, space marines, starcraft, tau, ui, video, war, warhammer
Warhammer 40,000: Dawn of War (PC)
Warhammer 40,000: Dawn of War: Winter Assault (PC)
Warhammer 40,000: Dawn of War: Dark Crusade (PC)
Warhammer 40,000: Dawn of War: Soulstorm (PC)
I designed the original HUD and Frontend for the PC video game Warhammer 40,000: Dawn of War. This was actually my first “official” video game to ship although I did assist on the pre-vis UI Design for Homeworld 2.
These screenshots illustrate how I created the Head Up Display (HUD) for the Space Marines race. I started off by setting up a scene in 3D Studio Max using a camera set to Ortho view (I didn’t want any perspective since my measurements had to be precise). After roughing out the shapes in 3D, I rendered out the interface design using Global Illumination to give me a nice, soft render.
I then used these layered renders and brought them into Photoshop, where I continued to color and texture the pieces. You can see a screenshot of the UI Editor I originally used for Dawn of War. At the time, we had no tool to create the interface for our game. Working with two programmers, I designed the look and feel for the UI Editor itself, and helped get the functionality working as well. It ended up working similar to tools I used on a regular basis; Photoshop, Illustrator, Flash, and Dreamweaver.
Today, Adobe Flash is being used as the authoring tool, along with Scaleform for the UI Design on Dawn of War 2.
Since the original HUD was not real-time 3D, I could paint textures onto the display as I pleased. The near-finished result is posted below. I’ve also included screenshots from Dawn of War: Dark Crusade where I created the HUD for the Necrons and Tau races.Leave a comment
Posted in Web Tagged apple, coverflow, demo, design, duane, editing, film, flash, mac, reel, tv, video, videography, Web, woods
In the summer of 2008, I designed my brother’s professional website. He’s a videographer and editor and wanted a site relating to film/tv. He is also very technical and familiar with various lighting rigs and cameras. So I combined the two ideas using concrete lights and cables with the “filmic” background to give the appearance of Northern Lights we saw so much back home in Manitoba.
He uses a Mac, therefore the Coverflow navigation was a perfect fit for his website. It is easy to use and expandable to display more movie clips in the future.
Visit Duane’s Website at http://www.duanewoods.com
Posted in 2D Design, Art Direction, Games, News, Web Tagged 2D, 3d, 3d studio max, art, artist, blog, cg, cgtalk, character, creative, design, director, Games, interview, intro, photoshop, shawn, Tutorials, Web, web games, website, woods, zbrush
Welcome to my new blog! I have decided, after much deliberation, to switch to a blog format. This will allow me to update my website a lot more often. I also plan on writing some industry-related articles, and post links to information that interests me.
Thanks for visiting!