Showing posts with label UX/UI. Show all posts
Showing posts with label UX/UI. Show all posts

Saturday, May 16, 2020

Animation Test on FUT 2017

Some of the animation test I performed in-game before getting into production. To check user experience,  functionality, flow, performance, quality, resolution, artifacts. Once they get revisions and approvals they are submitted to the build.


Tuesday, April 5, 2016

VR Mobile favorite setup

So far, after testing several VR mobile systems, still this is my favorite setup:



Wearality Sky foldable lenticular viewer, with a flat wing cap, and a bluetooth controller with the factor of the wiimote (found it on amazon).

- It's practical.
- Foldable, transportable on a pocket.
- The lenticular lenses allows a FOV of 150 degrees.
- Holds very well with the cap.
- a Nexus6 or a Samsung Galaxy7 can be hold by the clamps with no problem.

Friday, January 15, 2016

Spell To Rescue - Dev Blog

I helped my friend Lars on his mobile game for kids. I did the interface design, still need some work on the colors. We both collaborated doing art for the game. The art is inspired on Charley Harper illustrations from the 70's.












Wednesday, September 16, 2015

Saturday, December 20, 2014

UI/UX Acronyms

I'm going to start collecting UI acronyms.


UI/UX : "User Interface / User eXperience"

HW/SW : "HardWare and SoftWare"

OOBE: " Out Of the Box Experience"

"10 foot Experience" (no acronym, weird): refers to the living room entertainment experience and its parts (home theater, Xbox, PlayStation, game consoles, PC, media manager, surround sound systems, Virtual Reality, etc.) all these being experienced and controlled from the sofa.