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3D Graphics
One more year is over — so, it's about time that we delayed to break down what it brought for UI and UX creators and with what patterns we meet new plan year 2019. Generally, we have gathered a major arrangement of prominent structure patterns for sites and versatile applications and upheld them with an assortment of UI models from our group. Appreciate and get propelled!
3D Graphics
One of the most sweltering patterns of the ongoing year is the joining of different 3D illustrations into portable and web interfaces. Applying this sort of illustrations to UI is a significant test that requires explicit abilities and creative eye to be made well. Furthermore, now is the right time expending. Nonetheless, it is certainly attractive and clients will never go by not seeing it. The 3D renders frequently look photorealistic which is a major favorable position for UI plan. This sort of designs may spare the amusement in situations when photograph content you need is difficult to get or exceedingly costly.
Personalization of Interactions
The ongoing year was set apart out with a solid development to more profound and progressively refined personalization for the client experience of computerized items. Originators endeavor to display greater usefulness that empowers clients to alter the highlights as indicated by their own needs.
Full-Screen Background Images and Video
As you could likewise see from past models, another pattern developing its quality, particularly in UI structure for sites, is the use of full-screen foundation visuals. Those might be photographs, uniquely rendered representations or even recordings. Such a methodology makes the screens outwardly and sincerely engaging just as help the trustworthiness of all the format components.
Complex Digital Illustrations for Web
Custom advanced delineations are consistently getting increasingly more nearness, particularly on the web interfaces. Including an assortment of styles, custom designs successfully bolster the snappy view of the data on the page or screen. Likewise, they set the strong ground for creativity. Sites and applications apply custom mascots, symbols, and delineations to upgrade the vibes of a page or screen just as lift ease of use and natural route. Moreover, pictures improve the availability of UX configuration pushing the breaking points of discernment for clients who have characteristic issues with content acknowledgment, for instance, non-local speakers for the site language, dyslexic clients or non-perusing preschoolers.
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This pattern likewise effectively extended on making computerized representations as title pictures for blog articles, just as we do here on Tubik Blog. It's certainly a cool pattern since it adds important and instructive magnificence to web journals and sites we regularly read just as expands the imaginative skylines for craftsmen.
Additionally, creators push the cutoff points of web designs with modern liveliness.
Visual Storytelling
The pattern of custom illustrations has opened the more extensive point of view to narrating in the interfaces. An ever increasing number of sites and versatile applications swing to exceptionally planned characters demonstrating the story, setting the air, sending the message or introducing the advantages in the manner that relates to the disposition, tone, and voice of the stage. Unique characters help to make the communications progressively human-like, set solid visual relationship with this present reality and in a split second exchange the required state of mind. In addition, contingent upon the sythesis, the characters may turn into a successful device to make the page or screen dynamic and enthusiastic.
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Buttonless Interactions
Catches are as yet one of the crucial components of UI plan, but at this point we see increasingly innovative analyses on portable client involvement in the viewpoint of UI communications without catches. This methodology spares the valuable space on the screen for more data and it is even accepted to be the underlying advance to the virtual interfaces dependent on motions as it were.
UI-Oriented Branding
The year 2018 proceeded with the gigantic pattern of the overhaul for marking: worldwide and neighborhood organizations, items and brands changed their logos and brand visuals for the most part going for rearrangements of structures and subtleties. One reason for the pattern was taking a stab at better convenience and safety of brand components as an ever increasing number of organizations vieing for the higher online nearness. Along these lines, both new and overhauled logos were made to be more UI-accommodating and viably saw on an assortment of advanced gadgets and designs. Moreover, vivified logos turned into a pattern making personality images progressively intelligent and reinforcing brand mindfulness.
Snappy and Handy UI Animation
The ongoing year didn't encounter any loss of enthusiasm for interface movement. In addition to the fact that it adds life and movement to the association procedure fundamentally improves ease of use. Client experience turns out to be progressively educational and connecting with while controls with the components of cooperation get all the more clear and react to the client in a justifiable manner. Along these lines, fashioners functioned admirably on an assortment of catches, tabs, graphs, preloaders and parchment activitys.
Conspicuous Typography and Carefully Crafted Taglines
Striking and appealing typography keeps on keeping its high nearness in web and portable formats. It typically ends up one of the key plan components and fashioners give much consideration to keeping it discernible and readable: typographic order and decision of legitimate textual styles are among the center undertakings of each UI configuration venture. Increasingly more regularly, we go over sites and applications in which content isn't just the wellspring of data yet additionally the center component of structure and the focal point of client experience. Additionally, the structure network demonstrates more consideration about copywriting for UI: specifically, useful and snappy slogans with we demonstrated to themselves a fundamental component of website architecture.
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Wales Interactive
Wales Interactive is an independent video game publisher and developer formed back in 2011. The company is located in Pencoed, Wales. The company is most popular for creating the Late Shift, Soul Axiom, the Bunker and Master Reboot. In addition to that, they have published more than 20 video games for 10 different platforms and have won a MCV Indie Games Label 2017 nomination. Moreover, they have also won a BAFTA Cymru Games Award. The company supports the Xbox One, PlayStation 4, Microsoft Windows and Nintendo Switch and Wii. They also support the news virtual reality devices in which Oculus Rift, PlayStation VR and HTC Vive are included. The company create and publish their own and unique IP and also other third-party titles.
In addition, the company is well-known for being part of the middle-2010s restoration of the genre of FMV games with their games such as Late Shift and The Bunker.
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Published Games
While Wales Interactive has many games published for different platforms, these two had our attention the most since they are their most popular games.
Soul Axiom
Soul Axiom is an adventure video game that’s both created and published by Wales. The game is another first-person shooter. Soul Axiom is set inside a “Digital Soul Supplier” that carries the name Elysia and also combines puzzle solving elements with exploration in order to reveal the mystery of the character’s digital life after death. In addition, it follows a related graphical style from its precursor, Master Reboot. However, it’s not a direct sequel even though is set in the same plant it has new characters and new story. The game was officially published on February 29, 2016 originally for Microsoft Windows.

Late Shift
Late Shift is published by Wales Interactive. It’s a full motion video adventure video game while it’s an interactive film. The game is both written and directed by Tobias Weber. In addition, Late Shift is brought to the players as a movie however, with live-action cut scenes. While the movie is played, the player is granted with the option to make choices. However, the gameplay doesn’t stop when you need to make choice. That means the choices need to be made in real-time.
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Imagic
Imagic was a video game publisher and developer company located in California, United States. The company at first was creating games for the Atari 2600. It was founded by Atari, INC back in 1981 and Mattel expatriates. The best-selling games from the company were Demon Attack, Cosmic Ark and Atlantis. In addition, the company later started publishing games for ColecoVision, TI-99/4A, Commodore 64, Atari 8-bit family, VIC-20, IBM PCjr, Magnavox Odyssey and Intellivision. Their Magnavox ports of Atlantis and Demon Attack were the one and only third party releases for that system in the United States. Moreover, Imagic never successfully recovered from the North American video crash that took place in 1983 and was officially out of business in 1986.
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History
The company was the 2nd third party game publisher for the Atari 2600 since it was created after Activision. Its history goes back to 1981 when it was founded by Bob Smith, Rob Fulop, Bill Grubb, Denis Koble and Mark Bradly, who were working for Atari, INC. In addition to the employees of Atari, Imagic was also founded by members of Mattel including Brian Dougherty, Dave Durran and Jim Goldberger. It was noted that Bill left and 18-month post at Atari as a vice president in order to found his own company. Before that happened, he was working at Black and Decker at the marketing department for 11 years. It was clear that Bill’s objective was to take his company public and eventually overtake his competitor, Activision, as the number 1 third party video game releaser.

Moreover, Atari had sued Imagic for their game Demon Attack because it had too many similarities with their game, Phoenix. Atari had all home-version rights of the game. However, the situation was settled out of court. Even though the company at first had greater sales than projections and bigger success, Imagic was officially out of business because of the stock market dumped videogame stocks in early 1983. In the start of 1983, the company has fired 40 employees. The next year at the Consumer Electronics Show they appeared with plans for 4 IBM PCjr games. However, all their rights to the popular games were later obtained by Acitivision and were re-released on several occasions.
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resident evil 2 psn store feature from last week
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Big Finish Games
Big Finish Games is an independent game creator that’s created by associates of Indie Built. The founding of Big Finish Productions took place after the official closing of Indie Built. Moreover, Big Finish Games was created with the main focus of creating story-driven games. The first development from the company took place in 2009. The first game was Three Cards to Midnight which was officially published on May 7, 2009. Big Finish Productions brought together the inspired team of Aaron Conners and Chris Jones which were probably mostly popular for the work they done on the popular series of Tex Murphy for Access Software. In addition, the company reunited other veterans from the series including Douglas Vandegrift, Matt Heider and Brian Johnson.
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History
Most employees of the group were former employees of Access Software, which was a company mostly popular for its different lineup of games. In those games, the Tex Murphy series is included. When Access Software was bought by Microsoft and after that by 2K Games, the focus of the company was changed to sports games genre and the name was officially changed to Indie Built. Few months later, the company, the company was officially closed and they decided that it’s a great time to get back to the adventure games development.

In addition, they wanted to target the stable fan base of the popular series, Tex Murphy. In the meantime also to welcome a more casual audience that is normally intimidated by the genre of adventure games. Moreover, Aaron had given a statement in the long-term; the company’s goal will be to create games with awesome stories in different genres and not only adventure. In addition, Big Finish Games has also bought the rights to the popular Tex Murphy and has said some intent to “wake up” the character, stating his return is no longer “an if” but a “when”.
It was officially announced by Big Finish Games on March 20, 2012 that they had an upcoming project for Tex Murphy – Project Fedora. The project was funded successfully on June 16. However, the game was officially released on May 7, 2014 under the name Tesla Effect: A Tex Murphy Adventure.
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Talking with a friend one day when…
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Descent - PC Gamer Magazine, April 1995

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