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#like use the dynamic nature of 3d animation to your advantage!@!
toofifi · 2 years
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Just watched the Mitchell's vs the machines and love that animation studios are realising we want stylised 3d animation, not realistic!!!
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studio52sblog · 2 months
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How to Create an Engaging Animated Explainer Video for Your Business
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Animated explainer video production opens the door to a powerful and visually compelling means of communication for your business. In a world where attention spans are fleeting, these animated videos serve as dynamic tools to convey complex ideas, products, or services concisely and entertainingly. 
Whether you’re looking to introduce a new offering, clarify your brand message, or capture your audience’s attention, mastering the art of crafting an animated explainer video is essential. 
But you’d want to partner with a reputable service and leave nothing to chance. Here at Studio52, we’re pros when it comes to animated video production in Dubai! Join us on this exploration as we delve into the key steps and strategies to bring your business story to life through the captivating medium of animation.
Understanding the Power of Animated Video Production
Animated explainers offer businesses a multitude of benefits, making them a highly effective tool for conveying complex messages and engaging audiences. Firstly, the visual appeal of animation allows for the simplification of intricate concepts, making it easier for viewers to grasp and retain information. 
The dynamic and creative nature of animation enables businesses to inject personality into their brand, fostering a memorable and entertaining experience for the audience. Animated explainer videos have the advantage of transcending language barriers, making them universally accessible and appealing to diverse audiences. 
The versatility of animation allows for the incorporation of engaging visuals, vibrant colours, and imaginative scenarios, capturing the viewer’s attention and ensuring a lasting impact. Overall, animated explainer videos prove to be a versatile and powerful tool for businesses seeking to communicate their messages engagingly and memorably effectively.
Key Steps in Animated Explainer Video Production
Create a Compelling Script
Creating your animated explainer video begins with crafting a compelling script – laying the foundation for the entire production. Keep the script clear, concise, and easily understandable, aiming for a runtime of under 2 minutes, ideally around 1 minute. Once your script is ready, move on to storyboarding, providing a visual roadmap for scenes and shots. 
Whether termed as a “pre-viz” or “animatic,” this phase helps you visualise the video’s progression and facilitates communication with the animation team.
Design Your Characters
With the script and storyboard in hand, proceed to character design and animation, where the magic unfolds, bringing your video to life. Ensure your characters align with your brand and are visually appealing. Collaborate with a business video production services company or animator to create assets that resonate with your brand vision.
Implement Voiceover
After animation, elevate your video with sound design and voiceover. Thoughtfully integrate sound effects and music to enhance engagement, avoiding excesses reminiscent of cartoons. Subtle additions, like interface clicks and motion-indicative whooshes, can significantly contribute to storytelling.
Editing
The final touch involves post-production and editing. This phase includes digital video editing, colour correction, text addition, and special effects incorporation, ensuring the video’s optimal length. Implement a thorough proofing process, gathering input from your team, curating feedback, and delivering refined comments to your video production company. This collaborative journey results in the production of an impactful animated explainer video for your business.
Check out our showreel for animated explainer videos here! 
Choosing the Right Animation Style for Animated Video Production
Choosing the right animation style is a crucial decision in bringing your business story to life through video.
2D animation offers a classic, hand-drawn charm, while 3D animation adds depth and realism. Motion graphics excel at conveying complex information with dynamic visuals, and whiteboard animation provides a clean, engaging simplicity.
Each style has its unique strengths, so consider your brand personality and the message you want to convey. Are you aiming for a playful vibe or a more sophisticated look? Do you have intricate data to showcase or a straightforward concept to explain?
Understanding these factors will guide you toward the animation style that best suits your business and ensures your message resonates effectively with your audience.
Crafting a Compelling Script for Animated Explainer Video Production
Crafting a compelling script for animated explainer videos is a blend of art and strategy. To captivate your audience and make your message stick, follow these key steps!
Know Your Audience
Understand your target audience’s needs, preferences, and pain points. Tailor your script to resonate with them on a personal level. Speak their language and address problems they genuinely care about.
Clear and Concise Messaging
Keep your script concise and focused. Clearly articulate the problem your audience faces, emphasising its significance. Follow this with a straightforward presentation of your solution. Avoid jargon and unnecessary details — simplicity is key.
Tell a Story
Weave your message into a narrative. Stories evoke emotions and are more memorable than a list of features. Introduce relatable characters or situations that your audience can connect with. Use storytelling to create an emotional connection with your viewers.
Highlight Benefits Over Features
Instead of simply listing features, emphasise how your product or service solves real problems for your audience. Explain the benefits they’ll gain and the positive impact on their lives. Focus on the transformation your solution brings.
Create a Strong Opening
Capture attention from the start. Pose a question, present a surprising fact, or immediately address a pain point. The first few seconds are crucial in hooking your audience and encouraging them to continue watching.
Engaging Call-to-Action (CTA)
Conclude your script with a compelling call to action. Clearly state what you want your audience to do next, whether it’s visiting a website, signing up for a trial, or making a purchase. Make the next steps easy and enticing.
Consider Voiceover and Tone
Choose a tone that aligns with your brand and resonates with your audience. Whether it’s conversational, professional, or humorous, the tone should match the message. If using a voiceover, ensure it complements the script and enhances the overall storytelling.
How to Leverage Animated Explainer Video Production Services in Dubai
Embarking on the journey of creating an engaging animated explainer video for your business is a strategic move in today’s fast-paced world. These visually compelling tools serve as dynamic communication mediums, effectively conveying complex ideas, products, or services concisely and entertainingly.
Whether you’re introducing a new offering, clarifying your brand message, or capturing your audience’s attention, mastering the art of crafting an animated explainer video is essential for your success in the UAE market. And choosing a reputable service provider is paramount to help you get there.
At Studio52, we bring our expertise to the table, guiding you through the key steps and strategies to breathe life into your business story through the captivating medium of animation. With Studio52, you not only get top-notch animated explainer videos but also a strategic partner committed to elevating your brand’s visual storytelling.
Ready to captivate your audience? Start creating your engaging animated explainer video now! Elevate your business with compelling content. Let Studio52 guide you.
Connect with Us!
FAQs:
How much does animation video production cost?
Business video production costs vary based on factors like animation complexity, video length, detail level, and studio expertise. Animation type (2D, 3D, motion graphics) affects pricing, with 3D being costlier. Longer videos incur higher costs, while simpler animations are more budget-friendly. Scriptwriting, storyboarding, voiceovers, and sound design contribute to expenses. Revision requests impact final costs. Experienced studios may charge more, and tight timelines might incur additional fees. Discuss specific needs with our studios for accurate quotes tailored to your project.
How do I hire an animator?
Follow a systematic approach to hire the right animator for your business. Define project goals and scope, specifying animation type and criteria. Research, shortlist based on experience, and scrutinise portfolios. Verify credentials, discuss the project with candidates, and establish budget constraints. Request detailed quotes, clarify communication channels, and check references for insights. Draft a comprehensive contract covering details, timelines, payments, and deliverables. Set up a collaborative feedback process. Finalise by signing the contract and making necessary upfront payments for a successful collaboration.
Are explainer videos profitable?
Explainer videos can be highly profitable for businesses when used strategically. They effectively communicate complex ideas, products, or services to a target audience, leading to increased understanding and brand awareness. The profitability of explainer videos lies in their ability to captivate viewers, drive engagement, and simplify information, ultimately influencing consumer behaviour. They effectively boost conversion rates, clarify value propositions, and foster a connection with the audience. The return on investment (ROI) for explainer videos can be substantial, making them valuable in marketing and communication strategies for various industries.
What makes a good explainer video?
An effective explainer video exhibits crucial qualities for impact. Clarity is paramount, ensuring an unambiguous message. Engagement is maintained through compelling visuals, a well-crafted narrative, and suitable pacing. Simplicity simplifies complex concepts, avoiding audience overwhelm. Relevance tailors content to meet audience needs. High-quality graphics, animation, or live-action enhance visual appeal. A clear call to action guides viewers. The ideal length ranges from 60 to 120 seconds. Professionalism is evident in sound, animation, and aesthetics. Storytelling fosters emotional connections, and brand consistency reinforces identity through colours, fonts, and messaging.
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ingenuese · 3 months
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Why Video Deposition: Sealing Star Witness Credibility Before Trial Begins
The Rise of Video Depositions
Recanting can happen at any time, and your associates accrue advantages that include conflicting statements made at trial after a deposition has taken place. There was a time when shorthand writing and tape recorders had their place in the dynamic world of legal proceedings, but the tailored nature of video-recorded depositions has crept into the heart of YouTube Reel-loving jurors like a thief in the night. Think before you leverage your next deposition.
Luckily, many attorneys and other legal professionals across the globe are recognizing the value that video depositions bring to the courtroom. As you continue reading, you will ponder over the conditions of cases and the exact reasons counselors see court reporters as an asset to their cases.
Start the Proceedings
Since the wake of the COVID-19 health crisis that made reservations from coast to coast, legal matters have increasingly met their resolve online with no end in sight. It is the job of state officials to prioritize health, but it’s your job to prioritize justice for your client. A deposition with a consistent and calm witness is a deposition that can break the case wide open!
Say, for instance, you have a felon for a witness. Your client insists their story is the whole truth and despite your frantic efforts to make this witness credible, your last and only resort suggests you apply third-degree questions at trial as if you were cross-examining! Your witness could either choke on their own words or concisely outline the course of events and never add and/or omit a piece of history or logic. Sounds risky, so why should they have a deposition? Is it to catch them in a lie in front of the jury later? It sounds dangerous, but imagine what a glorious moment it will be to watch your witness corroborate their own personal months, perhaps years, from the initial questioning.
Also, a deposition with a consistent and calm witness of the opposed is a deposition that may have the fallacy to break the case wide open! As citizens with a justice system that gleams over us, we are quite aware when a character witness is possibly agitated, under duress, or coercion. This is the most common reason firms add video deposition as a layer in their file of conclusive evidence for the simple fact: non-verbal cues are known for providing additional context to the spoken words and may influence the perception of the testimony.
Digital Specs
What would they say to an expert witness’ testimony who had substantial evidence? With a sonically rich audio environment and 4K video quality to capture the face of these fate holders, the final factor that solidifies any presentation (whether it happens in a classroom setting or during a sales pitch) is a visual aid.
Often, we ask, “What does that look like?”
If only they could see it with their own eyes...
With the help of the UX developers, we can visualize what a doctor or a tax preparer experiences in their daily assignments without actually invading these restricted spaces. In real-time, jurors can see what this expert sees on their screen as they simultaneously annotate diagrams, drawings, scale images, and operate computer programs to show viewers how certain software works.
Say, for instance, you call the crime scene’s blood splatter expert up to the stand in a high-profile murder case. Your objective is to show your client was met with violence and was forced to counteract with self-defense. Much blood was shed, and the expert is there to corroborate your client’s story of how, despite overpowering the victim several times and attempting to call a truce, the victim was determined to conquer. The expert leaves reasonable doubt for your client through an analysis of a series of crime scene photos and uses 3D animation software to place them in a surreal experience, and proves that the fight was intense and most of the blood never stopped moving.
Miraculously, it fell at average velocity and a zero-degree trajectory in the very spot where the responding officer found your client sitting with their own wounds!
Conclusion
A great deal of vindication of the defendant relied on testimony. Every power posture, every assurance in the tone of voice, every ounce of clarity or quality in the microphone, video, or closed caption, and recant in statement aided in your victory. Rethink your next deposition, and even ask yourself what your last deposition did for the case. Something as small as a struggle stricken from the record can even work in your favor if video can capture emotion thereafter. Don’t just relay the story. Illustrate it, author it, and have you and your client as the talk of the town.
Written by Issa Page
Special thanks to Content Distribution.
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gertlushgaming · 8 months
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Madden 24 Review (Steam)
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 For our Madden 24 Review, we experience a more realistic character movement and smarter AI that is hopefully going to give us the control to play out our gameplay strategy with the confidence to dominate any opponent. All-new character technology transforms the way players look and move with realistically redesigned player models and smoother animations.
Madden 24 Review Pros:
- Amazing graphics. - 50.6GB download size. - Steam achievements. - Graphics settings - resolution, window mode, frame rate, v-sync, dynamic resolution scaling, HDR, rendering quality, 3D grass, advanced hair, ambient occlusion, ambient occlusion quality, lens flare, depth fog, bloom, high-resolution DOF, mesh quality, texture quality, shadow quality, and crowd quality. - Official NFL product. - Full controller support. - Can be played with a mouse and keyboard. - The PC version for the first time ever has all the next-gen features. - Three passing style choices - placement and accuracy, placement and power, and classic. (you can try them all out and change them later) - Loads up and connects to the EA app. - Crossplay can be turned on and off. - Set your favorite team, game difficulty, etc. - Three game styles – simulation, competitive, and arcade. - American football gameplay. - On-screen icons will appear above your player to help with controls and actions. - All new touchdown celebrations and graphics. - Cleaner Ui. - Five game modes - ultimate team, franchise, quick play, superstar, and training camp. - Training camp has three modes - mini-games, team practice, and skills training. - Quickplay has three modes - couch Co-op, custom games, and online play. - The performance of the game overall is much improved. - The movements of the players are more fluid and responsive and look natural. - Accessibility options – menu narration, subtitles, enlarged field graphics, Colourblind support, dynamic camera effects, and VOIP settings. - Four difficulties – Rookie, Pro, all-pro, and all-Madden. - Click can be set for the accelerated clock, play clock on/off, and minimum play clock time. - Coach mode – (optional setting) has the Quarterback automatically throw the ball after the snap if you don’t take control. - Player sliders for injuries, fatigue, and player speed parity scale. - CPU and player sliders for QB accuracy, pass blocking, WR catching, run blocking, fumbles, reaction time, interceptions, pass coverage, tackling, FG power, FG accuracy, punt accuracy, and kick-off power. - Much improved and more impactful halftime shows and opening presentations. - Ultimate Team has an optional tutorial. - Free season starter card pack for Ultimate team. - New menu layout and card opening animation for the Ultimate team. - Earn MUT coins to buy packs of cards. - Madden Ultimate Team game modes – Challenges, solo battles, H2H, house rules, play a friend, and MUT draft. - Generate the best lineup option in the ultimate team that can be for play styles or ratings. - Ultimate team challenges can be done solo or Co-op. - Superstar character creator - choose the position (quarterback/halfback/wide receiver/linebacker/cornerback), first name, last name, number, handedness, hometown, college, full creator for face, skin color, hair, etc. - Changing your superstar details like weight and height will change the stats of your player. - Two superstar modes - the league, and showdown. - The league mode is where you do the combine, get drafted, and work your way up. - Showdown mode is where you go for Rewards and accelerated exp bonuses. - Superstar game settings - force team selection, controlled player art, skill level, game style, injury, pre-existing injury, dynamic momentum/home field advantage, quarter length, accelerated clock, and minimum play clock time. - Madden cast a video presentation for the superstar mode. - In engine cutscenes. - The ultimate team has a player level where you earn exp for playing and finishing challenges for Rewards. - Can skip the cutscenes. - Superstar mode has a player level where you earn exp for playing and finishing challenges for Rewards. - The in-game version of Twitter/X for social media interactions in superstar mode. - The superstar combine have you doing a bench press mini-game, 40-yard dash, broad jump, 20-yard shuttle, and run routes. You then get an overall skill rank. - When not in a game or press event in Superstar mode you play games and chill in your room with Madden cast rolling in the background. Here you can use social media, check challenges and upgrade your character. - You can instantly retry events in the combine. - Superstar rewards are a bit like a Battlepass in that you earn exp and unlock rewards. - The opening superstar challenge is the path to the NFL where you do the combine, answer general knowledge questions, the draft, and the signing. - Superstar mode has plenty of multiple-choice interactions. - To level up your superstar you earn skill points for stats, which can unlock abilities that you can equip in the unlocked slots. - In between games, you get a set amount of free time to do as you wish, some give boosts, some rewards, and some can be bad for you. - All free-time events in Superstar are mini-games and they can be played or simulated. - Further superstar customizations are setting celebrations for touchdowns, first down, interception, sacks, tackle for loss, and celebration runs. You can also set a player as your passing style. - You can view depth charts, league standings, the news, transactions, history, and more from your superstar room. - All new moves like cutting, fake cutting, and doing foot fire. - The gameplay in Superstar mode is you control just your player, you have a unique camera angle, you get to choose the play regardless of position, and you get a rolling rank/grade based on your performance such as position and running. - Much improved hype intros for the teams coming out. - Full commentary team. - Familiar controls. - You really do get a lot of control over how your player turns out in terms of how he plays on the pitch in superstar mode. - Earning exp and points in Superstar isn't just scoring and running with the ball, you can get it for blocking or just being in the right place. - Aside from superstar challenges, you will get to choose one of three bonus objectives there and then with each increasing the difficulty and reward but it's all your choice. - Superstar mode feels very complete and so satisfying to play. - Full Monday and Sunday night football presentations. - All movement is more fluid. - On-screen button prompts for cuts and stuttering to help. - You the player can see and feel yourself getting better. - The superstar mode is really good for teaching you the game and player positions. - Every team has a wide selection of uniforms including classic throwbacks. - Player and CPU skill sliders to make the game harder or easier. - Superstar Showdown is a 3v3 online game mode where you use your superstar with others online. - Share and download player offense playbooks, draft class, defense playbooks, CPU sliders, player sliders, and roster updates. - The creation center lets you edit - rosters, players, uniforms, Playbook, and superstar X factors. - Franchise let's create an offline or online league. Online can be played with friends, randoms, or solo and you set if leagues use real-life rosters, active rosters, or preseason rosters. - You can have one save per position in superstar mode. - In career mode, you can set your season goal for things like getting X amount of receiving yards or so many completions. - When you are not playing in a drive-in superstar mode the game simulates and you watch it play out at a faster rate. - The focus in superstar mode is the football with the story being sprinkled in over time. - Using abilities (equipping them) will upgrade them to silver and then gold as each tier has specific goals. Madden 24 Review Cons: - Loads up and connects to the EA app. - You cannot have a beard in the superstar character creator! - Can't choose your voice in superstar mode. - Few robotic animated characters in the superstar mode. - No practice option when doing the combine. - Performance stutters a bit in the combined events. - You don't get control over your character's persona or mannerisms. - A shame but in the draft you don't get any of the TV presentation-style sequences or hearing the phone call as it's all just a montage. - Cannot rebind controls. - You have to go into Madden Ultimate Team or the messages section to set what songs play. - No graphics benchmark test. - When the EA servers are down you cannot play some of the modes and the ones you can play come up saying all progress will not be saved or go towards rewards and unlocks. - At times the mouse cursor can stay on the screen despite using a controller. - You cannot decorate or edit your superstar room. - The scenes between plays and halves repeat themselves a lot. - The intro to matches feels the same but with different uniforms. - During Superstar a lot of the interactions repeat over and over. - The performance out of the game is not as good as in the game. Related Post: Blasphemous 2 Review (PlayStation 5) Madden 24: Official website. Developer: EA Games Publisher: EA Games Store Links - Steam Read the full article
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maacwanowrie · 11 months
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Augmented Reality Experiences
If you are interested in learning 3D animation, there are many great courses available in Pune. These courses will teach you the skills you need to create stunning 3D animations that can be used for a variety of purposes. Take the opportunity to learn from the best 3D animation courses in Pune and start creating amazing content today!
 Augmented Reality (AR) experiences have revolutionized the way we perceive and interact with the world around us. By seamlessly blending the real world with virtual elements, AR technology opens up endless possibilities for entertainment, education, and practical applications. From mobile apps to advanced headsets, AR has gained popularity across various platforms, captivating users with its immersive and interactive nature.
 One of the most significant advantages of AR experiences is their ability to enhance our surroundings with virtual objects and information. Imagine walking down the street and using your smartphone to view restaurant ratings and reviews hovering above each establishment. With AR, you can overlay digital content onto the physical world, allowing for real-time information access and decision-making.
 In the gaming industry, AR experiences have taken gameplay to new heights. Instead of being confined to a screen, players can engage with virtual characters and objects that appear in their own environment. Whether it's catching Pokémon in Pokémon GO or defending your home from invading aliens, AR gaming creates a captivating and dynamic experience that blurs the line between the virtual and real world.
 Education has also greatly benefited from AR experiences. Students can explore three-dimensional models of historical landmarks, dissect virtual organisms, or conduct chemistry experiments in a virtual lab. AR enhances learning by providing visual and interactive elements that make complex subjects more accessible and engaging. It enables students to grasp concepts in a hands-on and immersive manner, fostering deeper understanding and retention.
 AR experiences extend beyond entertainment and education. In industries like architecture and interior design, AR allows professionals to visualize and present their designs in a real-world context. Clients can walk through virtual representations of buildings, try out different furniture arrangements, and see how changes to a space would look before any physical construction takes place. This not only saves time and resources but also enhances communication and collaboration between designers and clients.
 Moreover, AR experiences have the potential to transform the way we navigate and interact with our environment. From providing real-time directions and information overlays in unfamiliar places to aiding in complex tasks like machinery maintenance or medical procedures, AR has the power to increase efficiency and improve safety in various fields.
 As technology continues to advance, the future of AR experiences looks promising. With the rise of advanced headsets, such as AR glasses, the integration of AR into our daily lives is becoming more seamless and immersive. The ability to seamlessly interact with virtual objects and information in real-time will revolutionize industries, transform entertainment, and provide practical solutions to everyday challenges.
 In conclusion, augmented reality experiences have introduced a new dimension to our perception of reality. They blend the real world with virtual elements, creating interactive and immersive encounters that entertain, educate, and provide practical benefits across various domains. As technology continues to evolve, we can expect even more captivating and innovative AR experiences that push the boundaries of what we perceive as possible.
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maacwan · 1 year
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Visual Effects Artists' Field of Work
You will learn the fundamentals of design as well as significant skills throughout your studies at the MAAC Pune design academy. You will learn about colour theory, typography, and many other components that are used to create striking artwork as you develop your skill set.
All of us have now realised how rapidly the VFX industry is expanding. With such expansion, there are now many more employment options available for young people. Due to the advantages and inventivenes it offers, many people have chosen it as a career.
There are many job openings in the sector, but frequently many job seekers are unaware of the positions that are there for them to fill.
We'll discuss the various positions that are open to artists who want to enter the realm of visual effects in this part.
1. Layout Artist 
You will be in charge of the final appearance of the visuals as a layout artist. The pre-production and visualisation processes include this step. Typically, this profile involves work like script interpretation and storyboarding. You will be in charge of expressing concepts both visually and textually.
The entire scene-creation process is handled by the layout artist, who also adds various camera angles and lighting effects to the finished product.
2. Artist in Composition
The task of a compositing artist involves properly fusing the background with the visual effects. A compositor's responsibility is to ensure that the video is free of all flaws and to remove any visual distractions that can detract from the viewing experience.
3. Lighting Designer
Whether you're talking about the film industry, the animation sector, or any other, lighting artists are essential members of the team. He or she is in charge of preserving ideal lighting to brighten the scene. You will be in charge of applying lights to all of the scenes in your capacity as a lighting artist. To give the photographs a lighting look, they also use digital features like lens flare.
4. Artist for Rendering
In the sector, there is a tremendous demand for rendering artists. Render artists can work in production companies and VFX firms. Rendering transforms the lifeless into reality, thus you must be an expert in your industry to work as a render artist. The render artists play a significant role in the entire transformation process that turns the models into actual pictures.
5. Roto Artist 
One of the earliest methods used in the animation process is rotoscoping. Rotoscoping is a technique used in visual effects that entails tracing each frame using computer software. It is the precise location where computer visuals and reality converge. The freedom to construct situations that would be impossible to achieve otherwise is available to roton artists.
6. Matte Painter
One of the key VFX methods is matte painting. In order to create the spectacular visuals that we all see in movies and other media, artists use digital painting and compositing techniques.
A matte painter utilises Adobe Photoshop or other digital tools to create digital paintings that closely resemble realistic oil paintings by drawing inspiration from sketches and digital pictures.
7. Match Mover Performer
In the visual effects sector, matchmoving is now considered standard practise. In essence, a match mover artist is a professional in both 2D and 3D. He or she is in charge of using track matte choices to align the live-action camera with a computer graphic camera.
As a match mover, it is your responsibility to make sure that all movements and proportions completely, flawlessly, and realistically mix with computer images.
The shifts in project nature that we are seeing point to the visual effects industry's continued future growth. The industry is being embraced by international markets, which see its necessity. The VFX sector has a lot of untapped and unexplored resources for us due to its promising future.
Without VFX, which has evolved into a dynamic area, it may be challenging to predict the future. There are several professional options, making it the media and entertainment sector's future.
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kastle09 · 3 years
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Principles: States of Play and Transition
This is a new sub category of articles describing very fundamental topics of how I think about games in a very abstract manner. As different as fighting games are in mechanics and scope, once you strip those things away what's left to observe are the underlying aspects. I wanted to talk about concepts that have application to any fighting game you play.
It's definitely something that you feel more than you can describe to someone so in that vein I want to articulate a new concept which I will describe as “The States of Play”. If you really boil down to it, at any point in a round I believe you are placed into one of five states.
The 5 States
The five states are as follows:
True Neutral - When neither player has advantage and neither is forced to initiate
Offense in Neutral - When neither player has advantage but you have to initiate.
Defense in Neutral - When neither player has advantage and your opponent needs to initiate.
Offense in Pressure - When you have advantage and have a set offensive plan
Defense in Pressure - When the opponent has advantage and you need a set defensive plan
Understanding which state you are currently in can inform your decision making and recognise what options are currently available to you and which aren’t.
True, Offensive and Defensive Neutral
Neutral gets used as an all encompassing word, but it can be broken down further as even if both players are playing “in neutral”, they aren’t always concentrating on the same aspects.
For instance a player who is Defensive in Neutral has more of a mind for things like Anti Airs, Dash checking, Defensive whiff punishing etc
Conversely a player who is offensively minded is looking for opportunities such as dash pressure, spacing traps, jump/divekick pressure etc.
All of these tools at a players disposal encompass neutral but which you are focused on and which you can kind of ignore because the state of the game can be dependent on a variety of factors.
I'd say it's actually quite rare where the state of play is truly neutral (for reasons I will go into soon) and in fact the shifting to one of the other types happens quite quickly whether it's due to health differences, meter advantage or character toolset.
When understanding what state of neutral you are in it, it helps to ask yourself the question:
“If the timer ticks down, and the neutral continues to be played in this way, who will win first?”
So let's look at some scenarios and apply this question.
Scenario 1: Mirror match, Life Lead
Let's say it's a mirror match but one player has a life lead on another. Just based purely on attrition as each side whittles the other down evenly, the player with the life lead is going to win as they just have more of a resource to maintain the status quo.
Therefore the onus is on the opponent to try and make something happen and initiate to change that variable.
Scenario 2: Grappler vs Zoner
So in a scenario where a character has a clear advantage over the other in neutral we can tell as soon as the round start bell rings, The character more dominant in neutral is automatically assigned to be “Neutrally Defensive” and the opponent is “Neutrally Offensive”.
The example of a grappler vs zoner archetype represents this in the extremes by the fact that often the grappler does not want to spend any more time in neutral then is required whereas a zoner is the opposite of that.
But now let's say it's later into a match and through exchanges the grappler has a life lead over the opponent, even though the zoner is stronger in neutral, They can no longer win by trading the same way.
Now we are in a scenario where the onus is on the zoner to initiate and the grappler is allowed to let the opponents come to them. The roles of each player are now reversed.
Scenario 3: Playstyles affect
This time, instead of thinking in terms of character, we are going to look at it in terms of how the players themselves can affect this dynamic.
If a person naturally tends towards being more offensive regardless of the matchup or resources at present he is evidently forcing an opponent into the compliment.
Think about a lot of beginner or intermediate level matches where it's common to give the advice to “let the opponent hang themselves”.
In other words, if they are taking all the risks, we don’t have to do anything but play reactionary and punish the over commitment. The reason that kind of blanket advice is effective despite matchups is the opponent is clearly not playing the matchup so it is no longer relevant.
Having said that, characters can still have an effect on playstyle match ups. Let's imagine a match between two defensively minded players who carry identical skill sets and play styles but one player has a character much more suited for that type of play then the other.
Just because the character has the tools to play strongly in that way, even if each player gets the same opportunities in neutral and captalise on them identically, the output of the stronger neutral character may be unequivocally higher than the other just because that character is able to produce more in each scenario. Either the opponent has to work even harder for the same reward or move to a different approach, one more suited to the character strengths.
Pressure as the Attacker and Defender
When I use the term “pressure” what I really just mean is spots where one player has frame advantage over the other. These are spots that just mean someone has an advantage and therefore definitively, Someone is attacking to maintain or get value from the situation and the other has to defend and escape.
As we know, there are a number of situations that this could represent but surprisingly, the decision making can be remarkably similar depending on the game. “A +2 situation by any other name would smell as sweet” you might say.
For instance in Street Fighter, a knockdown and an air reset after an anti air are remarkably similar situations even if we don’t internalise it as such. In both spots the rock - paper - scissors game of meaty vs throw vs shimmy is identical.
What's even more interesting is it's a spot where a player's default decision making can be so different despite that similarity. Someone may play close attention to how they act on wake up but autopilot during air resets for example. The biggest difference that sets these scenarios apart from neutral offense and defense is that it's far less free form. Usually there will always be a selection of very specific “correct” responses that each player needs to select from. This is a big benefit to players who thrive in making players ask the hard questions, shoving a multiple choice question in your face, that if you get wrong they get damage, oki and the ability to shove another one in your face.
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If neutral is a mind game of intentions that leave a backdoor to remaining safe, A pressure scenario is like reaching the end of the poker hand, the River card has just been flipped and each player has to show their cards and live with the decision (There you are Cam, that was for you).
The Transition
So now that we have talked about the states, the final thing I want to touch on is how these interact when we have to quickly switch from one state to another and there are a couple of things to note. You will notice that however a player is playing in neutral (defensively or offensively), either situation can produce a pressure situation that gives them advantage. Whether I offensively whiff punished by setup or baited an opponent into over extension defensively the result has led to the same Attacking pressure. What this tells us is states aren’t linked in a circle only leading from one to the next. It's possible for these transition to happen from any state to any other in the flash if the opportunity presents itself.
I don't have to be aggressive to get an advantageous position; in other words.
The other interesting thing about this transition phase is the psychological aspect it presents, with particular focus on the difficulty of task switching. It's something that becomes most apparent when you watch someone play vs when you actually have to play yourself.
Think how much easier it is to anti air when nothing happens in the few seconds prior, vs when you have just whiffed a button.
What you may feel as an obvious error is actually a really difficult skill that needs to be trained and its difficulty can be explained when your brain had to transition from a state you were thinking about opening someone up to then having to mentally switch to defending in neutral.
In Football(Soccer), there is a well known concept that one of the times a player is most vulnerable is when they have just gained possession of the ball.
They have just expended energy in the challenge, still trying to get the ball under control, and haven't fully grasped where other players are on the pitch (teammates and opponents alike).
Tactics have been developed specifically on speedily identifying and defending in a manner to panic the player on the ball and regain position as quickly as possible and the same is true for fighting games, as possession in soccer is analogous to gaining the plus frame advantage once again.
Conclusion
It's an interesting experiment to see if when you play you can identify the states for your game. Not every game has the same neutral, or attacking defending options, but I think the broad strokes are there whether it be traditional 2D, anime, 3D or teams.
This is a concept that I'll probably refine in future as I consider it more and if I need to include or trim anything so if you have any thoughts Id like to hear them and improve what is this first draft on the States of Play in fighting games.
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oneistoxnetwork · 3 years
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5 Reasons You Need to Upskill to be a Better Designer (Be Future Ready)
With the multidisciplinary field that design is, no amount of skills are too many. It is now an established practice to gain knowledge by taking up online design courses or doing individual research. To define this phenomenon, the term ‘Upskilling’ has been frequently used in recent times, but what exactly is it?
 To put it simply, Upskilling is getting better at what you do. It is upgrading your knowledge (both theoretical and practical) of the subjects that may be directly or indirectly related to the field you’re working in.
 Let’s look back at the past!
The design field is diversifying and merging indistinguishably with other fields, demanding more multi-talented professionals. Looking back at history, the greatest of designers were popular in their times and even now for being skilled in numerous fields and contributing to society at large. Leonardo Da Vinci, one of the most multi-talented people to walk on earth, was a skilful artist, mathematician, sculptor, architect, scientist, and astronomer. His works turned to be an inspiration for the later generation of polymaths, rivalled only by Michelangelo, his contemporary. These figures gave rise to the term ‘Renaissance Men’, with the ideal that said “a man can do all things if he will.” 
Even apart from design, there have been several such personnel with an eagerness to be everything at once. Aristotle, the famous Greek Philosopher, was a brilliant writer. His works covered subjects like poetry, music, theatre, rhetoric, politics, ethics and even biology. He was also the teacher of Alexander the Great, who, as we all know, was one of the biggest conquerors of all times.
 Issac Newton is not a foreign name to anyone in the field of science. Celebrated for his contributions to physics (theory of gravity and laws of motions), this English scientist was also an astronomer, alchemist, philosopher and theologian. His works laid the foundation for the progress of later generations of scientists, particularly Sir Stephen Hawking.
What’s happening now?
 Increasing technology and resources have brought about specialisations in various fields of study. With specialists coming up in every sector, the number of all-rounders have been gradually decreasing.
 But we know that history has always admired and valued multi-skilled people. Despite the revolutions taking place, traces of this admiration can still be seen, especially in the field of Film-making and Design. Actors are no longer expected to just act and film-makers are no longer expected to just direct. The best of the rest are those who are not only great at their primary skills but also good at other 21st century skills required in the field. A good example from the modern-day is FarhanAkhtar, an Indian actor, film-maker, producer, playback singer, screenwriter and television host. He is celebrated by the Indian audience for having proved his versatility time and again.
Similarly, design practices that do not adhere to just one type of product are more popular than the rest as they have a wider clientele and user base and strive for continuous experimentation and upgrade. With a complex network of professionals worldwide, multipotentiality is appreciated.
 Thus, the need for all-rounders and design upskilling is emerging again.
 [Read: The Assets of Success: 13 Golden Skills in Design to Master]
 Multipotentiality
 Now, what exactly does it mean to have multipotentiality?
It is the trait of a person
having interests in two or more fields of study
and curiosity to learn and excel at them. Such people are called ‘multipotentialites’ which is the opposite of
‘specialists’ and is used interchangeably with ‘polymaths’. They are required in almost every field; science, art, technology, medicine, business, commerce, etc.
 Multipotentialites are valued for their fast learning skills and adaptability. Organisations are always keen to acquire individuals who can bring dynamism, novelty, enthusiasm and variety to work-places. Such professionals are also favoured to undertake leadership roles as they are better at empathising and understanding a broader set of situations, people and their perspectives.
 It is great to be a specialist, but even better to be good at many other skills along with one. It is time to be the Jack of all trades AND master of one! 
The changing times demand multi-faceted individuals to bring in innovative design solutions. Gradually, the need for regular upskilling comes up, whether through online design courses or through experiential learning.
 Here are 5 reasons designers needs to upskill themselves:
 1.      To Fill the Skill Gap
As fellow designers, most of us can collectively agree that there is still a huge gap between our design education system and the practice. The system lacks the capacity to make students industry-ready, leaving them with little to no practical knowledge.
In the current scenario, students opting fordesign upskilling are constantly at an advantage compared to the rest, be it academically or professionally.
  A lot of independent platforms have emerged that have recognised this gap and aim to fill it by offering learning to interested individuals, especially in the field of architecture with
1.      To Have a Better Career and Job Prospects
 It is no mystery that design establishments tend to hire aspirants with a broader range of skills. It is good to master one skill, but is it good enough?
  With the increasing competition in the design field, there is more demand for
professionals who are adept at handling a variety of tasks
. For example, someone who is great at 3D modelling should also be able to manage an entire project if needed. The design industry has become experimental and welcomes multi-talented people with open arms. InitiativesWith the increasing competition in the design field, there is more demand for professionals who are adept at handling a variety of tasks. For example, someone who is great at 3D modelling should also be able to manage an entire project if needed. The design industry has become experimental and welcomes multi-talented people with open arms. Initiatives are being taken across the globe to recruit individuals who can perform multiple tasks instead of hiring someone just to perform one task. Naturally, such versatile individuals bring more to the organisation while making more for themselves. 1.      To Progress in the Field A broader skill-set gets you better job opportunities, but what happens once you are into the field? Design Upskilling doesn’t stop once you’ve earned a job. You need to keep honing your skills and adding to the existing ones for your professional development. In the design industry, multi-skilled professionals are more likely to be given positions of responsibility and develop trust. Moreover, individuals with a zeal to constantly enhance their skills, adding more value to the team, progress faster than others in their career trajectory. Hence, adding more to your design skill plate will give you an upper hand at any point in your career. If you are a working professional, now is the time to upskill, rise and shine!
(Source: www.giphy.com)https://giphy.com/gifs/l1Kua6X2X3t9bSlNK/html5[Alt Text: GIF of a cartoon show, spongebobsquarepants, with the words “I’m ready”] 2.      To Stay Relevant to the Changing Times Modern problems require modern solutions. It is obvious that one cannot run a design practice efficiently with obsolete techniques. Things that were considered awesome in the yesteryears may be completely outdated now. To align with the demands of the current world it is necessary to update,upskill and improve.  Globalisation and digitisation have paved the way for several new domains in the field of design. From UI-UX design to Urban Planning, the good designers always have a fair idea of the advances happening in the field. Even clients are now getting more familiar with design as a profession and its importance, with a wide range of resources to facilitate awareness. Being on par with the rapidly altering world and understanding the contemporary necessities will give designers the kind of expertise needed to meet the requirements of today’s user base. Change is the only constant! 
(Source: www.quotemaster.org)https://www.quotemaster.org/architecture+students[Alt Text: Image of a sketch with a drafting board and two people standing in front of it, one of them saying “I haven’t much experience of such an early version of autocad”] 3.      To Start Out On Your Own It takes a great deal of skill to start practising as an independent designer or going for an entrepreneurial venture. The most difficult part, which is the beginning, can become easier if you have what it takes.  The field of design is connected to and borrows from many others. Starting a design practice not only requires field-related knowledge but also inter-disciplinary skills like business management, automation, digital communication, etc. If you aim to eventually start on your own, acquiring know-how and soft skills is essential. Multi-skilled individuals can then collaborate with many different kinds of people to deliver fantastic results. A skilful leader makes a skilful team! 
(Source: www.codycameron.com)https://codycameron.com/are-you-my-leader/[GIF showing popular animated character buzz lightyear surrounded by alien midgets] From filling the skill-gaps to practising design independently, we have reached full circle. The current pandemic situation has been harsh on us all. On the bright side, a lot of education platforms have come to light, inspiring individuals to make use of their time at home by taking up online design courses. Thanks to digitisation, it is now easier than ever to connect with individuals across the world! Thus, there has been a boom in the past year in the way people learn new skills. The growing give-and-take of knowledge around the world is turning designers into all-rounders with the skills necessary to tackle modern problems. So, if you are keen on trying something new, expanding your skillset and being future-ready, then check out these avenues for design upskilling and online architecture courses by Oneistox! 
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dualdaospirits · 4 years
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Do you think if they ever reboot ATLA they would make Zutara canon? Reboots have changed quite a few things(the new She-Ra is vastly different from the original) especially with all the support Zutara got post-series
Hmmm, an interesting question. It depends on many things I think, not the least of which being who the showrunners are and the tone they want to set. We may get to see our reboot soon, actually, since there’s a live action Netflix series in the works (they haven’t started production yet though, so don’t get too excited). As far as I know, Bryke is at the forefront, and while that’s great news since it means another abomination hopefully won't happen, it does mean that a Zutara relationship probably isn’t likely since they’re big fans of the Katara/Aang relationship.
That being said, I think it would be a missed opportunity if they didn’t, and I’ll explain why. (Disclaimer for any non-Zutara fans reading this, being a Zutara shipper is not my main motivation for thinking or wanting it to be canon). First things first, the audience. I don’t know if post-series Zutara support would have much of an effect on Bryke, but it’s possible that the producers or Netflix would notice and try to factor it in. However, I don’t think pandering should be the reason they include Zutara--far from it. The original audience that watched Avatar has grown up at this point. Many of us are in our twenties, give or take. We’ve matured, and it would be foolish of the showrunners for ignoring this fact. If there’s a reboot of Avatar, live action or animation, the majority of the audience will be those that grew up with the show, not kids the same age as the audience of the animation. I think that’s evident enough with the release of Avatar on Netflix (notice how many people are rewatching and falling back into their love for the show?) and the comics. Ah, the comics. Some things they did well, others...not. What they did do well is writing the storytelling more maturely than the show. I don’t mean to bash the original show as it obviously had no problems including the dark effects of a war story in bite size, easy-to-swallow chunks for kids (a good thing). However, they treat the audience more seriously, knowing that not everything needs to be spelled out. You see the same in Korra. And to me, that’s part of what makes the Zutara relationship so captivating and intriguing--it’s mature. It’s not easy, and it has faults. It’s not “hero gets the girl after saving the world”. It’s complex. 
I’ll say this now: there’s a difference between a relationship being canon and being endgame, and it’s an important difference. I definitely think Zutara should be canon, if not endgame, in any reboot they do.
Personally, I’m excited for a live action version if they ever get around to it. It brings many new factors to the table, and the majority of them have to do with adaptation. (I’ll mainly be talking about a live action version for a little bit, excuse the art student that shows). Adaptation, especially between mediums, is tricky to execute. You see many book-movie adaptations that succeed, and some that miserably fail, and others in between. This goes for other forms as well, ex: book to comic, book to animation, animation to film, etc. With any medium adaptation, the story will inherently change. You can't hear a character's inner dialogue or prose written in a book in a film, so changes have to be made or the filmmaker must write or use film language to substitute for it. With adaptation, changes must happen, that's a fact. To me, more often than not those adaptations succeed when the creator embraces that fact and uses the medium to their advantage. Sometimes this changes the story, and sometimes that change enhances it for the better. Take Game of Thrones or Harry Potter. The former deals with many characters and worldbuilding that is extremely complex, and they did an excellent job in getting you attached to those characters. However, they did have to change some things from the books, and while some weren’t as successful, others did remarkably. (Before anyone starts raging, I’m specifically talking about the seasons where they still had books to go off of). For Harry Potter, we have eight movies to analyze, which I will not be doing, but I will say that the weakest films storywise were the fifth and seventh, simply because they tried to do both too much and too little, if that makes sense.
How would this apply to a live action ATLA? Well, it wouldn’t be like the animation, most likely. It’s a medium adaptation, meaning that the approach they had in the animation won’t work the same in live action. Think about it--you don’t watch animation, especially 2d, the same way you watch live action, psychologically and subconsciously. There’s a separation there between their world and ours. It lessens with 3d animation, but it’s much much smaller when it’s live action since it looks like our world, more or less. Would GOT beheading and other violence (you know what I mean) have had the same effect if it were 2d animation? No, probably not. Yes, I know that anime has its fair share of gore that can be extremely realistic and gross, but it still doesn’t have the same impact it would if it appeared on your screen with quality vfx. Now, these are extreme examples. I really doubt that they’ll make the violence that intense or realistic in the show, as they’ll more than likely want to keep it family friendly (there’s still kids that watch the original). Another disclaimer (ik there’s a lot of them, but people can misunderstand this kind of critique as bashing, which it’s not): I am not saying that the original animation of ATLA is not impactful, absolutely not. I have no trouble getting attached to animated characters, laughing or crying with them, etc, especially if the writing is good. However, it was a kids show, and it was written with that in mind. This is apparent to me as I’m rewatching the show now. There’s some dark stuff that happens, as is the nature of a war story, and the animation handles it excellently. But think of how different it will be seeing the ruins of the Southern Air Temple, practically a garden of bones, Gyatso’s included, in live action. Show us all the nitty-gritty of the lower rings of Ba Sing Se, and the corruption up top. Let this affect the characters. Bring this moral ambiguity into light, as it was done in the show. I think that if they’re going to tackle a show in this way, not a movie or series of movies, it would be smart of them to lean into these darker themes, not shy away from them. Like I said earlier, the audience has matured, and there’s so much more to explore with these stories and themes. I’ll say with confidence that they’ll definitely do this, and possibly add a story or two. Otherwise, it will just be a rehashing of the original, word for word dialogue. Not that the original is bad (obv not), but I don’t think we should want that. There’s a lot of potential in a live action series, and I think they’ve learned lessons from the abomination that already tripped over itself. It was an example of adaptation done badly. However, you can change a story without destroying it, but it’s a delicate operation. That’s why having the original showrunners on gives me a bit more confidence. To be clear, I don’t think they’ll go full PG-13 or higher. It’s still possible to have family/kid friendly media without shying away from the darker parts. ATLA is a great example of that. If you want a live action example of a show that balances humor, heartache, and violence beautifully, look at Merlin (bbc). 
I think you bring up an interesting point with She-Ra and it’s divergence from the original. I haven’t seen the original animation, but I can say that the new one was successful in telling a new and fresh story in the same universe. The act almost as parallel stories in that universe. How To Train Your Dragon is the same way--the book and movie have very very little in common story wise, but it’s a beautiful trilogy nonetheless. Would this work with ATLA? Possibly, though I doubt they’d want to stray away from the original’s core themes. Though, you can fight me on this, Zutara does align with those themes, but that’s another post (this one is long enough). However, it’s such a complicated question because it inherently considers countless possibilities, so there’s no definite answer. It’s a beloved show that’s already been butchered once, so how much would they be willing to change?
Now, how does Zutara factor in? (getting to the point now). For many of the reasons above, I think it should be canon. Their dynamic, their rocky relationship, the journey of trust and acceptance, the connection they have, all of it is ripe for exploration, especially in a revamped, inherently more mature story. Instead of a predictable relationship where there was never any real conflict (Katara was always loyal to Aang, and their fights were never truly consequential), you have a relationship coming from a difficult, seemingly impossible place, one that requires time to establish. Like I said, it’s not an easy relationship. Part of it is strengthened by Zuko’s wonderful redemption arc. He needs to build a foundation of trust before almost any of the Gaang trust him (Aang, the angel, is willing to give him a chance almost immediately in Book 1, and though she didn’t care one way or the other at first, he did accidentally burn Toph’s feet). What would a Book 4 have brought us? Despite what Bryke say about it being a false rumor, Ehasz, a co-producer, said that it was at least discussed, plus Book 3 definitely had more to give, so I take it with several grains of salt. Anyways, even wondering about it hypothetically produces interesting theories. We see at the end of Book 2 in the cave that Katara, once she overcomes her immediate, and warrented, repulsion of Zuko, she’s able to connect and see a bit of his heart underneath the layers and layers of angst and anguish obscuring it. This scene is popular in the Zutara fandom for a reason. However, I think that making changes to characters, especially in Zuko’s case should be done extremely selectively and purposefully. His arc is one of the most fantastic accomplishments of the show, and I think very little should be changed. For example, he should still make that doomed, yet inevitable choice in that cave to join Azula, but perhaps they’ll include his mother as a more forefront character, especially when he goes back to the Fire Nation. By all means, give Ty Lee and Mai more than just a conversation to supply their backstory. Thoroughly explore the swampbenders and the Freedom Fighters. Show more of the original airbenders in Aang’s memories! There’s room for exploration without dismantling the world or characters like the M. Night film did. For Zutara, I think that expanding Book 3 and giving the characters more time with each other would be invaluable. Think of how quickly Katara and Zuko grew close, from Katara threatening to off him first time he even hinted at being a threat, to becoming one of the most instinctual and formidable teams in the Gaang, to saving each other’s lives in the final battle. That’s not even mentioning the Southern Raiders.  The conflict over the entire show as the backdrop for a relationship like that, romantic or platonic, is incredibly suitable for a reboot. If it was explored, the outcome would be so powerful. 
I said before that there’s a difference between canon and endgame relationships. This just means that a relationship can be confirmed and explored without being the outcome. If Bryke include Zutara at all, that’s most likely how they’ll do it: adding a love triangle that ends up with Katara and Aang getting together. Honestly, it would be a method of making K/A a more interesting relationship and a way to have the characters grow a bit. However, this has the awful potential of just shitting on Zutara and turning it into a toxic relationship, which I’d rather not see.
But if it wasn’t Bryke running it? Absolutely, I think Zutara would, and should, be canon. Adaptation should take risks and be willing to explore, and I think Zutara is the type of dynamic we should see.  
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rwby-redux · 4 years
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Deconstruction
Worldbuilding: Geography
Full disclosure: I hated doing this post. Not because the writing was difficult or the topic was boring—far from it. No, the reason I hated doing this was because I got sucked into a wikihole. I started out researching climate zones, and ten hours later I was reading an article about Icelandic hot spring rye bread (which is called hverabrauð by the way and you should absolutely check it out). I only realized what time it was when I looked out my window and saw the sun starting to rise. Try to picture what my sleep schedule has looked like for the last few days, and you can see why I might be just a smidge upset.
Sorry. Where was I?
Ah, yes: geography. The bane of cartographers everywhere. If you’ve ever dabbled in writing stories with a non-Earth setting, you’ll know that one of the most fundamental aspects of worldbuilding is the lay of the land. Even before you’ve started working on the cultures of your fictional people (or hell, even the plot), you need to develop the locations. Any writer worth their salt will correctly tell you that geography dictates who the characters are, what the story’s about, when major actions occur, where the major story beats take place, why things progress the way they do, and how certain steps are achieved.
Want an example of this? Take a look at the geography of Avatar: The Last Airbender and how it influenced the Fire Nation’s culture and resulting imperialistic conquest: [1]               
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A geographic map of Avatar: The Last Airbender depicting the four major countries: the Fire Nation, Earth Kingdom, Water Tribes, and Air Temples. | Source: Imgur.
The Fire Nation, being located on a volcanic archipelago, was able to jumpstart its industrial revolution decades before anyone else, courtesy of access to natural resources such as coal and metal ore deposits (which were disproportionately scarcer in the other countries). This abundance of minerals was reflected in gold being commonly incorporated into Fire Nation royal attire, and the Fire Nation boasting some of the most proficient blacksmiths and swordfighters in the world (like Piandao).
Being an island nation, their culinary staples included aquatic and marine species such as waterfowl, fish, cephalopods, crustaceans, bivalves, and seaweed.
The mountainous regions of the Fire Nation made the land ill-suited for agriculture, which likely influenced the development of an oceanic trade route. This allowed for the import of otherwise-unavailable resources from the Earth Kingdom.
The trade route helped to reinforce a unified state by connecting all seaports, trading outposts, and settlements in the archipelago to the major urban capital. This interconnectivity created economic advantages, and solidified a sense of cultural unity and loyalty to the nation by making communication (via ship and messenger hawk) direct and expedient.
The navy emerged as a natural outgrowth of the oceanic trade route. Martial vessels would have been necessary for protecting merchant ships from pirates, collecting taxes from provincial settlements (because navies have steep operating costs), and enforcing the laws of the central authority. Similarly, as an island country, the only way the Fire Nation could have feasibly been harmed is through a naval attack, which would have given it the incentive to cultivate a naval defense.
At the beginning of the Hundred Year War, the Fire Nation seized control of the northwestern Earth Kingdom because the region was rich in resources that they would need to sustain themselves if they were going to survive without international trade.
Their technologically-advanced navy and control of the major oceanic trade routes allowed the Fire Nation to orchestrate blockades, quickly transport troops and equipment between places, and limit the tactical movements of the other countries.
To say that geography dictates the story is an understatement—without it, the story wouldn’t exist. Good writing and likeable characters can only do so much to save a story that lacks this crucial component of worldbuilding.
So, how does this apply to RWBY?
In order to talk about that, first we have to address the unusual way that Remnant’s map was designed.
Back in 2012, while out at an IHOP with Shane Newville, Monty Oum had the idea of squirting a ketchup bottle into a napkin, crumpling it up, and then unfolding it to reveal the blotchy proto-topography of Remnant. His reason for doing so, as he explains:
“The philosophy behind [making the map that way] is that, I feel like, as a 3D animator […] utilizing all this technology, our process—all these computers, all these numbers and stuff—our process is so artificial, it’s riddled with so much artifice, that not only for that, but for everything else I do, I try to imbue kind of like an anarchy, an anarchic-like chaos, just to give it some sense of, like, randomness. Like, you need to preserve that sense of chaos because the process we do is so robotic. […] But the important thing was, like especially with everything that we just raise in our production value, that you have to preserve that anarchic energy that influences everything you do.” [2]
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The original terrain map created by Monty Oum. | Source: RWBY Wiki contributor user:Sgt D Grif.
You’d be hard-pressed to disagree with the artistic merit of this design approach. There’s a simplistic elegance to be found in a creator forfeiting a degree of their control over a project, in order to watch how it might organically evolve.
But here’s the thing: this isn’t like leaving slime molds in a petri dish and letting them network until they resemble Japanese subway lines. While anarchic chaos can work for some disciplines of art, it creates glaring issues when applied to worldbuilding. Nature, although it appears outwardly random, is actually rather ordered. The reason why we don’t leave our houses every day carrying umbrellas is because we don’t have to—we have meteorologists that can anticipate the forecast days or weeks ahead. Plenty of natural phenomena can be predicted: weather systems over vast areas, environmental selection pressures converging on similar traits…
And, of course, plate tectonics.
You see, the problem with Monty’s method is that it didn’t account for the movement of Remnant’s continents. Because the planet’s continents were born from artistic randomness rather than methodical and deliberate forethought, we have no reliable access to certain information, like atmospheric circulation, ocean currents, or plate boundaries. All three of these planetary subsystems—the atmosphere, hydrosphere, and lithosphere—and their dynamics shape the geography of a planet.
Without this information, we can’t answer certain questions.
Was Lake Matsu formed by glacial retreat?
Are Vale’s mountains sitting on a convergent plate boundary? Or are they more like the Appalachians, which are the remains of the Central Pangean Mountains?
If Vale’s mountains were formed by convergent plate boundaries, then why don’t we see evidence of it in the forms of volcanism and earthquakes?
Is Vacuo’s interior desert formed by a rain shadow?
If Solitas’ geography is based on a polar ice cap, then how did early settlers survive long enough to excavate the Dust? How would they have dug through the ice and permafrost?
Has climate change ever resulted in changes in sea level that submerged or exposed the continents? Did early humans and Faunus move between continents by land bridges? Have rises in sea level ever hidden continents (like Earth’s Zealandia)?
Does Mistral’s capital rely on meltwater from the surrounding mountains for irrigating crops?
When the Younger Brother shattered the moon, did the lunar debris alter the landscape when it fell to Remnant? Was it like the Chicxulub asteroid that caused the K-Pg extinction? Did the lunar debris leave craters on the planet’s surface, or cause phenomena like impact winters and ocean acidification?
It bears mentioning that these questions pertain to real-life geographic concepts. This isn’t even touching upon fictional geographic concepts that RWBY introduced, like largescale Dust deposits altering the local environment in such a way that it functionally becomes its own ecosystem (like Lake Matsu’s floating islands). We’re also assuming that RWBY’s continental plates are capable of drift, and weren’t magically glued in place by the gods during the formation of the planet.
Given the scale of these problems, I think it’s safe to say that—while I can appreciate the artistry behind Monty’s design philosophy—the way he designed Remnant ultimately did more harm than good.
While I could spend all afternoon debating the pros and cons of condiment cartography, there are more productive things I could be doing with my time. Instead, I want to discuss Remnant’s geography as it currently is. Specifically, there are three questions I want to test:
How well does the geography hold up?
Does the geography have a realistic influence on society?
How well does the show integrate foreign geographic features into its worldbuilding?
As a quick disclaimer, I’m not an expert on any of the aforementioned subsystems. And because I don’t have any canonical information on Remnant’s atmospheric circulation, ocean currents, or plate boundaries, it becomes impossible to prove or disprove the realism of its geography. For now, we’re going to err on the side of caution and assume that Remnant is a planet with a functionally-analogous lithosphere to Earth’s, and that Remnant’s features are byproducts of such a system.
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The current geographic map of Remnant. It boasts five major continents (of which only four have been named) and multiple islands. | Source: World of Remnant, Volume 4, Episode 1: “Vale.”
How Well Does the Geography Hold Up?
To answer this, I used the Köppen-Geiger climate classification to categorize Remnant’s main landmasses (with the exception of the unnamed continent). This model organizes areas into distinct climatic regions based on seasonal precipitation and temperature patterns. The results I cobbled together are based on approximate latitude, ecosystems that we’ve seen in the show, canon maps, and comparisons between the continents and their real-world sources of inspiration (Asia for Anima, North America for eastern Sanus, Australia for Menagerie, etc). Here’s what I came up with:
SANUS: Tropical savanna (Aw/As), cold desert (BWk), cold semi-arid (BSk), hot-summer mediterranean (Csa), warm-summer mediterranean (Csb), humid subtropical (Cfa, Cwa), hot-summer humid continental (Dfa), warm-summer humid continental (Dfb)
ANIMA: Tropical rainforest (Af), area of tropical monsoon (Am), tropical savanna (Aw/As), desert (BWh), hot semi-arid (BSh), humid subtropical (Cfa, Cwa), subtropical highland (Cwb), hot-summer humid continental (Dfa), warm-summer humid continental (Dfb), subarctic (Dfc), Mediterranean-influenced subarctic (Dsc)
SOLITAS: Tundra (ET), subarctic (Dfc), ice cap (EF)
MENAGERIE: Tropical savanna (Aw/As), desert (BWh), hot semi-arid (BSh), humid subtropical (Cfa, Cwa), temperate oceanic (Cfb)
VYTAL: Subpolar oceanic (Cfb)
This isn’t perfect by any means, but I think it satisfies some lingering doubt about the credibility of the geography. Sanus’ interior desert, for example, could easily be a cold desert climate. The exterior band of foliage on the northern and western sides appears to be indicative of a rain shadow effect caused by a mountain belt (the conditions necessary for creating this climate type). We have evidence of there being nearby western mountains courtesy of the earthquakes in Vacuo, [3] as earthquakes often occur near mountain ranges created by subduction boundaries. Similarly, oases (like the one once found in Vacuo) tend to form in cold desert climates as the result of rain shadows (similar to the el-Djerid oases near the Atlas Mountains).
All things considered, I’m inclined to give the climate regions a tentative pass. Like I said, they’re not perfect, but they seem to be holding up so far.
Does the Geography Have a Realistic Influence on Society?
Ehhh. It depends. With Vale it’s hard to say, given how little we’ve seen of the areas outside the capital (like the Emerald Forest and Forever Fall), and the fact that we haven’t visited any other cities in the kingdom. We know that Vale makes use of a massive port for trade and travel due to the nearby body of water. But there doesn’t seem to be anything particularly unique about the capital’s culture that can be directly attributed to its geography. Despite being a coastal city, it doesn’t have any signature delicacies derived from the abundant seafood. The architecture is largely generic urban-Western, and doesn’t incorporate the mountains in any way. Vale’s geography is little more than a convenient buffer against the Grimm.
Mistral, on the other hand, is heavily influenced by the geography. All of its houses and shops are directly integrated into the mountains, with an emphasis on vertical building to accommodate the limited space on the cliffs. Stairs, bridges, and electronic lifts are used for getting around the city. Unlike Vale, Atlas, and Mantle, which use motor vehicles, Mistral doesn’t have the space to accommodate modern roads, and instead relies on railroad transport (like the Argus Limited) to move around the continent. Compared to Vale, Mistral is a vast improvement on how well the writers used geography to influence the culture of a city. However, I still think the show could’ve done more to strengthen this connection. For instance, we see evidence of cave systems in Mistral, which briefly appear on-screen and are never brought up again. [4] Talk about wasted potential. Additionally, the show never addresses how the Council keeps its citizens from falling to death. No joke, the only place in the city that has railings is the safehouse where Qrow and the kids stay. What the hell do people do in the winter when the stairs and paths ice over? How do they not slip and fall and plummet to their deaths? And while I’m thinking about it, why doesn’t the city have a system of ziplines or ski lifts for getting around? Are native-born Mistrali people adapted to the lower oxygen found at higher elevations? And what about Mistral’s agriculture? Do farmers live outside the capital? How do they protect themselves?
Like I said, Mistral is better than Vale in this department, but it could still do with more worldbuilding.
Atlas and Mantle are more akin to Vale when it comes to noticeable geographic influence—or rather, a lack thereof. While the technology accommodates its residents via the heating grid, there doesn’t seem to be any evidence of how the geography shaped the people of this continent. You’d expect a circumpolar indigenous group to have very distinct cultural traits, but there’s none of that. It’s just rampant technological growth. Now, you could argue that any aspect of geographic influence on culture was wiped out around the time of the Great War. But if the show wants me to believe that, it needs to show me proof. Whether it’s a conversation between two characters, or a political movement spearheading cultural revitalization. Something—anything—that might hint at how geography influenced pre-industrial Mantle.
And forgive me if I don’t feel like speculating about Vacuo, given that it’s only appeared in After the Fall and Before the Dawn. When the show decides to unveil it, then I’ll have more to say.
As for Menagerie? Another resounding meh. The inherent intrigue of a settlement that shelters aquatic Faunus is never fully explored. We get to briefly visit the Shallow Sea district of Kuo Kuana, but the scene is too focused on Blake’s and Sun’s conversation to let us fully explore the area. Which is a shame, because a concept like that could easily be taken to some really cool extremes. Like, what about entirely underwater settlements that are built on coral reefs? How cool would that be for Faunus that have gills, webbed appendages, or caudal fins? I’m not expecting Zootopia or anything like that, but it’d be neat if settlers had gone to creative extremes to accommodate the wide variety of Faunus traits.
How Well Does the Show Integrate Foreign Geographic Features into Its Worldbuilding?
In Volume 5 we’re introduced to Lake Matsu, an area rich with naturally-occurring superterranean Gravity Dust. What makes this place so intriguing is the fact that the Dust is in a constant active state, causing the islands to float in the air. Given that Dust is usually inert unless activated by an Aura, the existence of this place is frankly astonishing, and for the life of me I don’t get why the show treated it as little more than set dressing.
This phenomenon—which I’ve taken to calling a Dust vortex—has so much worldbuilding potential. What if Remnant had pseudo-ephemeral lakes created by concentrations of Water Dust? Or how about a cave system with an abundance of Electricity Dust that causes magnetic charges in the surrounding minerals, creating a place similar to Unova’s Chargestone Cave? Maybe Sanus’ southeastern desert has large pockets of Steam Dust that enshroud the area in permanent fog?
Dust vortices wouldn’t just be aesthetically cool, either; they’d have important implications for the lore. Let’s use Lake Matsu as an example.
If the Dust vortex has been there for a long time (upwards of thousands of years), then the organisms in this ecosystem would’ve adapted to it. You would have endemic wildlife—agamid-like gliding lizards, plants with wind-dispersed fruit, lianas and mosses draped from the underside of the islands, diving birds that nest on the outcrops, microbial detritivores found exclusively in the islands’ soil. Maybe Lake Matsu is an important stopover for migrating birds. Maybe the shadows from the overhead islands are important for predatory fish, which hide in the shade to ambush flying insects. Because the wildlife would be endemic to this ecosystem, perhaps the Mistrali government would designate it a protected area and prevent Dust companies from excavating the site. What if there were fishing towns on the shore that depended on tourism to sustain the local economy? Would they ever come into conflict with Dust companies that lobby the government to open up the area to selective mining?
I’m sure I must sound like a broken record at this point, but the worldbuilding possibilities on display here are nothing short of incredible. And the failure of RWBY to explore even a single one feels like getting repeatedly kicked in the stomach by a feral horse.
We’re now 3,000 words in and I didn’t even get to include ideas for tautological place names. It sucks, but sometimes you have to compromise and go with the idea that make sense to include, rather than the idea that exists just to be novel.
Sound familiar?
-
[1] Hello Future Me. “Avatar: A Study in Worldbuilding — the Fire Nation [ The Last Airbender ]” YouTube video. October 26, 2019. [https://www.youtube.com/watch?v=Pa2BD13VzxY&t=3s]
[2] Rooster Teeth. “RT Podcast: Ep. 191.” YouTube video. November 14, 2012. 7:52 - 12:01. [https://www.youtube.com/watch?v=kymVnsIUWLY]
[3] Myers, E. C. RWBY: Before the Dawn (Book 2). Scholastic Inc, 2020. Online preview. “The city of Vacuo had some order to it, with different districts for residences and businesses, and a wide street down the center for the market. But the outer edges of it were periodically wiped out, because of sandstorms or sinkholes or earthquakes.”
[4] Volume 5, Episode 1: “Welcome to Haven.”
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dallaswebsite · 4 years
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Web Design Trends in 2020: Are you ready to increase conversions?
Simple animations and GIFs, brutalism, microinteractions, diversity: get to know the 10 main Web Design trends for this year.
As a good Web Design professional, you should already know that it is necessary to be aware of all changes in the market to have a competitive advantage among your competitors.
A few years ago, design trends moved towards unrestrained creativity – abandoning traditional grids and photos in exchange for vibrant illustrations, bold color schemes and asymmetric layouts.
In other years, technological advances have made websites smarter (with machine learning and subtle interactions) and these changing paradigms have influenced design trends (hamburger menus, anyone?).
In 2020, web design trends will see these two sides of the coin – aesthetics and technology – come together like never before.
So if you want to know what Web Design trends are in 2020, check out our article and find out if any of them could be the key to increasing your conversions!
1. Vertical page transition
It is not new that people want information faster and faster on the internet. And one of the characteristics of the new user is that he is in a hurry, does not like to wait.
Therefore, one of the trends of Web Design in 2020 is the transition of pages smoothly, and preferably, vertically.
That’s because the feeling of clicking on a link and waiting for it to open looking at a completely white background is unpleasant and leaves the user impatient, which can increase their bounce rates.
The transition makes the action smooth and reduces the feeling that the user is waiting for something.
In addition, vertical movement (from bottom to top) generates familiarity and improves usability on both desktop and mobile devices, as this is the standard page scrolling movement.
Combining this strategy with an SEO consultancy to increase the loading speed of your website, it is possible to increase your conversions and improve the user experience.
2. Simple animations and GIFs
No user likes to access a page and find only columns and more columns of text. Therefore, it is the obligation of every Web Designer to insert images to optimize a website.
However, with the insertion of GIFs on Facebook, WhatsApp and other social networks, people are becoming more and more familiar with the animations.
Therefore, a trend in Web Design and 2020 is to use simple animations, but that guide the user to the important points of the page.
In addition to making a website more dynamic, animations inserted at the right moment of the user’s journey can be decisive in guiding the lead to take the action you want.
GIFs can also be very useful, especially to demonstrate simple actions in a few seconds, without the need to produce a video.
3. 3D illustrations
One of the main trends for Web Design in 2020 is to use 3D illustrations as a replacement for photos.
The idea is to exchange the common “text and image on the side” for a centralized illustration that shows the brand’s solutions in a cleaner way.
The main advantages of using illustrations are:
generate user identification;
explain the process of using your product / service clearly;
helps to humanize the brand;
ideal for businesses with more than 5 people, as it does not exclude groups of people.
In addition, you can assemble the illustrations based on the visual identity of the brand, reinforcing the company’s branding and generating more trust in the user.
4. Brutalism
Hated by some and loved by others, brutalism is a design style focused only on functionality, ignoring the appearance of a website. As a consequence, websites with brutalist design present disorderly elements, very aggressive fonts and little refinement, creating a very “raw” appearance. Many people find the style uncomfortable, but recently it has gained popularity among young audiences, especially when used with elements of the 90’s web. In addition, it is possible to set up a brutal website that is functional and does not look so aggressive, just select the elements used and, of course, test! The truth is that the style can work, but it will depend on your brand strategy, your goal and, mainly, your audience.
5. Serifs on the screen
We’ve all heard the rule that serif fonts are for printing and sans serifs are for screen / digital. But what would become of web design trends if they were not to shake that “old idea formed about everything”? While the sans family, with its clean readability, is still the preferred one to be applied in long texts – be it copy or institutional texts – more and more brands are betting on a serif font. The bold serif can have a very interesting effect on headings and headlines or headlines. There is a good reason for this: serifs are designed to be decorative, making them perfect for showing emphasis. And even though serifs are often associated with the past, they are extremely versatile and more adaptable than you might think. Take, for example, the rounded serifs that represent the joyful brand of Mailchimp.
6. Black and white palettes
Color is one of the most important elements of a website. It creates a mood, unifies a brand and guides users through an interface, creating points of visual reference. For 2020, we are seeing several sites using a black and white color scheme, to dare and give more visual prominence. Color is literally how we see the world through the particles of light being absorbed. When color is lacking, we begin to see the world differently: textures and shapes become clearer, and the world seems noticeably slower, still.
White by itself is clean and reserved, while black is strong and assertive. Combine these and you will have a completely striking appearance, with the ideal light and contrast. Ironically, the biggest effect that black and white designs can have is their combination with minimal amounts of color. Adding an accent color will not only break that monochromatic air, but will make points of interest and calls to action stand out.
7. Natural and organic forms
Although websites are typically set up for systematic grids, designers are turning to natural shapes and smooth lines. Geometric structures such as squares, rectangles and triangles with their sharp corners create a feeling of stability, but the trends of 2020 are more concerned with the feeling of accessibility and comfort. Since organic shapes are naturally imperfect and asymmetrical, they can provide depth to the page layout. The shapes are based on nature (think of the curved shapes of trees and mountains), but they can also be elements drawn freely, to give the idea of ​​spontaneity of accidents caused by man, such as paint splashes, coffee stain, or something like that. . The goal here is for the layout to be more “human” and alive through this illusion of movement.
8. Microinteractions
Microinteractions are events with a purpose: to surprise the user and create an inviting and humane event.
Every time you perform a small action on a website or application and there is a specific response to it, this is a microinteraction.
When you update a Twitter page and hear a beep, this is a micro-interaction. Or when you check Facebook, the red icon displaying your message count is also a micro-interaction.
These were the most common uses of them, but in 2020, sites will have their most interactive incarnations. The user can hover or scroll the page to activate animations and other effects.
In short, this is a way to engage your target audience on your website, convey information to users about your actions and make websites a little more intelligent and interactive.
9. Even more video content
Video content not only diversifies the page, but serves a moving audience that doesn’t have time to read a lot of text.
Be it a video explaining your service or a background video, to give more movement to the site.
However, using videos on the site is nothing new, what is new is the movement that Google has made. The search giant favored sites that use videos on its pages in search results.
10. Diversity
Often, people forget that the web has always been accompanied by two more important ones: “World Wide”. The internet connects billions of people around the world from different cultures, skills, ages, gender identities – people who want to see themselves reflected in their content.
Even small considerations from the past (like Apple’s varying skin tones for emojis) went a long way to making people from all walks of life feel more welcome in a brand’s digital space.
In 2020, web designers should take an even greater leap towards inclusion, from improved accessibility standards to socially aware and diverse images.
The world still has a long way to go in this arena, but designers today can use their art to demonstrate that the web must be plural, about real people making real connections.
In the end, trends come and go. Some last for decades, while others are simply a flash. What matters is that you remain true to the brand you are creating for.
Choose the trends that best align with the company’s values. If something is trended, it doesn’t mean you have to adopt it. You need to choose the trends that are useful to make your projects more effective and impactful.
Did you write down all the tips or are you already testing them? So leave your comment if any of them worked!
The post Web Design Trends in 2020: Are you ready to increase conversions? appeared first on Dallas Web Design Company | Best Web Designers In Dallas.
source https://dallaswebsite.design/web-design-trends/
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crispydeersweets · 3 years
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maacwanowrie · 1 year
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Visual Effects Artists' Field of Work
You will learn the fundamentals of design as well as significant skills throughout your studies at the MAAC Pune design academy. You will learn about colour theory, typography, and many other components that are used to create striking artwork as you develop your skill set.
All of us have now realised how rapidly the VFX industry is expanding. With such expansion, there are now many more employment options available for young people. Due to the advantages and inventivenes it offers, many people have chosen it as a career.
 There are many job openings in the sector, but frequently many job seekers are unaware of the positions that are there for them to fill.
 We'll discuss the various positions that are open to artists who want to enter the realm of visual effects in this part.
 1. Layout Artist 
You will be in charge of the final appearance of the visuals as a layout artist. The pre-production and visualisation processes include this step. Typically, this profile involves work like script interpretation and storyboarding. You will be in charge of expressing concepts both visually and textually.
 The entire scene-creation process is handled by the layout artist, who also adds various camera angles and lighting effects to the finished product.
 2. Artist in Composition
The task of a compositing artist involves properly fusing the background with the visual effects. A compositor's responsibility is to ensure that the video is free of all flaws and to remove any visual distractions that can detract from the viewing experience.
 3. Lighting Designer
Whether you're talking about the film industry, the animation sector, or any other, lighting artists are essential members of the team. He or she is in charge of preserving ideal lighting to brighten the scene. You will be in charge of applying lights to all of the scenes in your capacity as a lighting artist. To give the photographs a lighting look, they also use digital features like lens flare.
 4. Artist for Rendering
In the sector, there is a tremendous demand for rendering artists. Render artists can work in production companies and VFX firms. Rendering transforms the lifeless into reality, thus you must be an expert in your industry to work as a render artist. The render artists play a significant role in the entire transformation process that turns the models into actual pictures.
 5. Roto Artist 
One of the earliest methods used in the animation process is rotoscoping. Rotoscoping is a technique used in visual effects that entails tracing each frame using computer software. It is the precise location where computer visuals and reality converge. The freedom to construct situations that would be impossible to achieve otherwise is available to roton artists.
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One of the key VFX methods is matte painting. In order to create the spectacular visuals that we all see in movies and other media, artists use digital painting and compositing techniques.
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sere22world · 3 years
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2019 UI/UX Design Trends You Should Know
The designer needs to stay on top of the latest design trends. The work style should change and evolve to keep work fresh and resonate with clients and products. The 2019 year collected a lot of trends from the last year and also add some new ones. So take a look at the juiciest trends for this year that Ive picked out.Trends in UI designColorful and custom made illustrationsCustom illustrations with bold, vibrant colors and funny stylized people are coming back in 2019 and become the main trend of the year. According to statistics, this type of content can convert 7 times better than any other type of visual content. Today companies take more advantage of custom illustrations. Using custom illustrations, the company demonstrates the uniqueness of the values of their brand. This approach in design helps businesses get closer to their customers by making their experience with a brand more personalized. Without a doubt, this custom illustrations are expensive but opting for them you'll get a lot of bang for your buck. The most popular directions are illustrations with simple shapes and isometric forms.simple shapeisometric illustrationsLiquid graphicsDesign becomes more digitized, and designers and artists following these trends bring complex forms of color to the real world. And liquid, holographic, chromatic forms, and glitters are everywhere, including the UI design. It concerns not only graphics but also typography.Brazen, large typography. Creative and boldheeky and bold typography is extremely popular this year. In many cases, typography is replacing background images and presents the main element of the page. Also, this trend call to another typography trend Outline typography. These trends are often mixed together and combined with bold and very large bodies. Dark themesThe dark themes started to prevail after the Mojave update was released. Dark side attracts users and world-known companies have released software updates with dark themes.Creative loadersNot for the first year motion design keeps in trends. The public like funny, malleable animation. The UI design also uses motion in different loading cases. Complex, entertaining animation hooks the user, and also allows personalize a user experience. Custom 3d graphic: animated and static3D design is one more prominent trend. Now its not only a static design but also an animated 3d graphic. Various simulations of natural materials, the movement of objects and mind-blowing combinations of objects in compositions pique users interest and make them stay. Bright, bold colors and gradientsGradients used in last years designs tend to be a bit outdated and those are about to fade away. But gradients didnt die. The new, better gradients are coming. They will be using rich, flashy, solid colors.MinimalismIn contrast to the resurgent color schemes popular in 2018, the minimalist design is coming. The severity of the interfaces is chosen by the product companies, emphasizing the static nature, elitism and the high quality of their services and products. Minimalism is achieved by using a monochrome color palette and bold font turns.Trends in UX designVoice in interfacesHow many times did you hear OK, Google? recently. Google, Alexa, and Siri are our day-to-day helpers. Almost 50% of all searches are being made using the voice because there are many benefits such as no need to use your hands.Micro-interactionsPeople use micro-interactions in all software products. Micro-interactions provide a more intuitive perception of the interface. With fluid animation makes, the interface looks more dynamic and lighter and it also makes everyday interactions more entertaining.Skeleton screensThis method makes users think that your project is fast. While your app is loading skeleton screens give you the feeling of smooth work, fluency and accuracy of it doesnt leave the user.Gesture-controlWith the output of buttonless phones, where the entire surface of the phones front panel occupies the screen, gesture control has become an absolutely necessary approach to navigation. Now everyone wants to reduce the number of controls and increase the intuitive gesture control. Thumb-friendly experienceLast years the smartphones that were released by top mobile companies get large enough screens (5'7-6'2). This thing makes our fingers and hands practice at stretching. Thumb-oriented design transports all important and frequently used controls to the bottom of the screen. You can reach fundamental parts of your app using only your thumb, without the help of your other hand. But frankly speaking, the moving of this trend started a long time ago with the emergence of bottom navigation menus.Trends that are gone Videos everywhereDo you remember background videos as the main trend of 20152017 years? Now its time to let go. Background videos are not trending anymore, users prefer fast data load and sites without delays.Geometric shapes, patterns, lines and circlesPatterns with a mixture of geometric shapes are becoming less popular this year. They captured designers hearts for a long time, now they are replaced by custom illustrations and craft patterns. Design System is a new black I should add that a huge wave of design systems swallowed the world of design now. During the last time, our company was working on the huge family of products and one of the main product is Eva Design System. And now the first version of our design system came out. Eva is customizable and allows to make work of designers and developers faster and helps to avoid a lot of redundant work. It is completely free and open source and available as the symbol-based Sketch file and frameworks for Angular and React Native (Nebular and UI kitten).Check my new article about UX/UI Trends 2020 with a new part about trends in design processes.
com/akveo-engineering/2020-ux-ui-design-trends-you-should-know-about-2d08975a2b6a
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