Build beautiful, usable products faster. Material Design is an adaptable system—backed by open-source code—that helps teams build high quality digital experiences.
The Last of Us Part II features more than 60 accessibility settings, with expanded options focused on fine-motor and hearing, as well as completely new features that benefit low-vision and blind players.
This video highlights the various subtitle display options, including size, color, dark backgrounds for contrast, speaker names, directional arrows for offscreen speakers, and more.
See the complete list of accessibility features and learn more at https://www.playstation.com/en-us/games/the-last-of-us-part-ii-ps4/accessibility
The Last of Us Part II launches on June 19, 2020.
Easing functions specify the speed of animation to make the movement more natural. Real objects don’t just move at a constant speed, and do not start and stop in an instant. This page helps you choose the right easing function.
These are 5 of the most common and useful UI design patterns that every UI designer should know... Remember to Subscribe https://goo.gl/6vCw64
Here are some helpful links if you want to research UI Design Patterns
https://ui-patterns.com/
https://www.uxlibrary.org/explore/ui-design/ui-patterns-and-inspiration
http://uipatterns.io/
https://www.pttrns.com/
0:00 Intro
0:20 Accordions
1:10 Dropdowns
2:17 Cards
3:08 Breadcrumbs
4:21 Hamburgers
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ArtStation - Rainbow Six: Extraction UI Art Direction
This project was made possible by the many talented artists who collaborated and shared their passion for this production over the years. Pascal Caplette, Pascale Blanchette, Geneviève Laberge, Gabriel Pilote, Jonathan Boudreau, Michael Guimond, Alex Battista, Maxime Mercier, Maxime Derhore, Thomas Bodin, Charles Perron, Cory Switzman, Emmanuel Navarro, Manuel Coclès, Stéphane Lévesque, Fabien Troncal, Vincenzo Spina, Sperasoft. Thank you to Brent Ashe for the game Crest and Branding.
The Collective Podcast with Ash Thorp brings you weekly episodes of informative and honest discussions with creative industry leaders from around the world.
So You Wanna Make Games?? | Episode 9: User Interface Design - YouTube
Many games require you to have immediate access to a ton of critical information like stats, inventory, mission info, and location. Being able to easily access that info when you need it—and only when you need it—is the result of UI designers working very closely with user experience designers. In this video we review the difference between UX and UI design and hear from visual designers and motion graphics artists about some core considerations for designing UI and ensuring a game experience is consistent, cohesive, and immersive.
Visit our website for additional resources: https://www.riotgames.com/en/artedu/user-interface-design
Watch "Photoshop UI design for League of legends - wild rift. Full user interface design recreation process" on YouTube
In this video, I will recreate the user interface ( UI ) design for league of legends wild rift. This is a practice workflow. Hope you'll learn some cool UI design techniques from this video.
Free PSD:
https://drive.google.com/file/d/1J_ONUPelKjyV-T3wDKEt2ytDzwRq3sxW/view?usp=sharing
Please bear in mind that all the credit for this amazing UI work belongs to "Riot games".
Learn how to build a design system in Figma. By the end of this course you will become a master of building design systems in Figma and understanding master components.
✏️ Course developed by Tim Sullivan. Check out his channel: https://www.youtube.com/channel/UCTGmiyXawbVmFJjpiYSw0Gw
🔗 Tim's website: https://tutorialtim.com/
⭐️ Course Contents ⭐️
⌨️ (0:00:00) Introduction
⌨️ (0:03:03) Creating a Color System
⌨️ (0:22:23) Building a Type System in Figma
⌨️ (0:35:16) Elevation
⌨️ (0:57:33) Product & System Icons
⌨️ (1:11:26) Text Legibility
⌨️ (1:30:58) States
⌨️ (1:50:53) Selection (Interaction)
⌨️ (1:55:02) Understanding Layout
⌨️ (2:04:15) Pixel Density
⌨️ (2:12:05) Spacing Methods
⌨️ (2:24:19) Responsive Grid Layout
⌨️ (2:48:59) App Bar - Bottom
⌨️ (3:07:55) App Bar - Top
⌨️ (3:22:37) Backdrop
⌨️ (3:41:58) Banners
⌨️ (4:06:45) Bottom Navigation
⌨️ (4:19:15) Buttons - Floating Action Button
⌨️ (4:38:54) Buttons
⌨️ (5:06:04) Cards
⌨️ (5:41:10) Chips
⌨️ (5:58:15) Dialogs
⌨️ (6:28:56) Date Pickers
⌨️ (7:32:22) Dividers
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The UI Art Direction of your games play a pivotal role for players. Understanding how cognitive processes influence visual direction is fundamental to creating engaging and cohesive presentation for your players. This deep dive will remove the...
In this 2018 GDC talk, DICE LA's Omer Younas explains how to create consistent, engaging UI art for AAA games using relevant theory and best practice.
Please note: This talk originally contained a sketch from Saturday Night Live featuring Ryan Reynolds. For context, that skit can be viewed here: https://www.youtube.com/watch?v=jVhlJNJopOQ
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GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
The Accessibility in Last of Us Part II: A 3 Year Journey - YouTube
Emilia Schatz & Matthew Gallant, Naughty Dog
With over 60 accessibility settings, The Last of Us Part II is the most ambitious game Naughty Dog has ever made and has been called “the most accessible game ever.” In this talk, lead designer Emilia Schatz and lead systems designer Matthew Gallant will chronicle the development process, including an in-depth focus on the features designed specifically for blind and low-vision players—a first for the studio. They’ll review how these features were planned for, tested, iterated upon, and shipped, as well as key learnings.