Added: 1 year ago
From: GibbyJoe
Views: 2,956
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  • These are great. How did you do the stick figure thing at about 0:33 like with the iPhone but the sample inside it. If you get what I mean. What program did you use or did you just film the iPhone really really well haha.

  • Well done! My favorite part was the stick figures attacking the monsters. Good timing animation. Also, thumbs up for the gears of war clip. Great game. I can't wait for the release of GOW3 this month. Keep up with the good work!

  • @faceboombox Thanks!

  • @talmstrom Thanks! I'm a big fan of musical timing, and even happier that Youtube let me keep the original soundtrack (the record companies can be stingy sometimes). I picked OK GO cuz both the video and music are upbeat and I try to incorporate good emotions into my designs, friendly and playful, like the song.

  • Absolutely awesome UI designs, love them. I was also wondering where you got the image of that girl, with the headphones on? At 0:15

    Thanks!

  • @34will18 It's an illustration from a Ikea modification site. Just Google search for "Girl with Headphones Ikea Mod" and it should pop up!

  • I used the preview image to create the ink-in effect. The project was for my friend's flash-based website where I designed the interface and she did the programming. The original preview image wasn't that hi-rez, so i took it into Illustrator to modify it and prep it for the Flash code.

  • @GibbyJoe Thanks a lot!

  • Yeah lol, its pretty up beat.

    What's your website? Can you link me in/send me a link please.

  • i really like how you incorporated the gears video with your ui as if it was in game. It flowed very well. did you design your ui in flash or did you do photoshop/illustrator and then imported them in flash to make it interactive?

  • @onaled515 The Gears segment was actually a visual way of representing a new method for switching out weapons on a custom campaign level map I helped construct.

    Rather than shifting through weapons using the D-Pad, all weapons were were mapped to a directional orientation after holding down the "Y" button. This method let the player have access to 5 weapons (which were needed for our custom level). We implemented this using the GoW Editor and a hefty amount of scripting.

  • @onaled515 The art assets were done in illustrator and photoshop and imported into after effects for the reel. the Gears level we did had a version of the HUD you see in the video but without the controller.

    The idea behind that was to show a different, faster way of having more weapon choices by mapping them to a controller function that relies on muscle memory rather than visual queuing. Once you know where the weapons were, it's a much faster process - oh, and you can have a ton of weapons

  • Nice mini shorweel

  • @atedesign Thanks! The music always makes me happy lol :)

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