Monday, October 27, 2008

The final..


main page



when u point to the icon



characters introduction



click the menu bar









1 of the scence in the story



Game


I did not upload the loading because the colours changed!
It's so ugly!
Present to u guys on wednesday.
I had changed some of the things in my interface.
Do comment on my final interface here.

Sunday, October 26, 2008

This is the main page


i changed the words' color and make a arrow as a bird.
when u point to the words or the icon it will shine.
So, what you guys think about it?
pls comment it under this post.
thank you

Monday, October 20, 2008

User test

Interactive Interface Design
User test.

click it to see more clearly.

Main Page



Character Introduction


Story



Game


User test questions
1. Can you understand the fonts?
[A] Yes [B] No. Why?
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2.Do you like the interface design?
[A] Yes [B] No. Why?
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3. What do you like the most in the interface design?
[A] Typography [B]. Colors
[C] Characters [D] Everything!
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4. What you are not understand in the interface?
[A] Game [B]Icon to click
[C] Character Introduction [D] Others?
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5. Any others suggestions or comments?
____________________________
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You can add on any questions here.
The End.
*reply answer at the comment there.
Thank you.
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Add on one more question.
6. Do you guys think that the game part works?
[A] Yes [B] No. Why?

Saturday, October 18, 2008

Interface design




Finally i done this.. except for the loading page.
That 1 easy mia.. i got the background ad.
hmm... now is 4.29am. Very tired right now....
tomolo wake up hv to rush another projects..
haiz...

Special thanks to my dar dar, he taught me how to use tablet and gave me advise.
Thanks^^

Sunday, October 12, 2008

References web site

a few web site as a references...

-illustrationmundo.com
-theskinsfactory.com
-guistuff.com
-wallcoo.net
-coolhomepages.com
-thefwa.com
-netdiver.net
-jaylimdesign.com
-meomi.com

Monday, September 29, 2008

20 character design tips

Im read this from the internet
i post this jus to share with u guys about the "20 character design tips"
Enjoy!

Lacking character? Jon Burgerman drums up 20 tips for creating fantastic characters and the best ways to bring them to life
Character design can be a tricky beast to tackle, because although many of the classic characters familiar to us all through cartoons, entertainment and advertising look simple, that simplicity usually belies the many hours of work that have gone into their development.
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From Mickey Mouse’s famous three-fingered hands – drawn to save production time when the character was first developed for animations in the 1920s – to the elegant simplicity of Homer Simpson, character design has always been about keeping it simple. But aside from clean lines and easily readable features, what else are you going to need to know? There’s knowing what to exaggerate and what to play down, what to add to give a hint of background and depth, and what to do to develop personality. Getting started can be the trickiest part in any character development project, but once you’ve got some ideas these tips will help you breath life into your creation…


1: Research and evaluateIt can be helpful to try and deconstruct why certain characters and their characteristics work and why some don’t. There’s no shortage of research material to be found, with illustrated characters appearing everywhere: on TV commercials, cereal boxes, shop signs, stickers on fruit, animations on mobile phones, and more. Study these characters and think about what makes some successful and what in particular you like about them.

2: Design and planWhere will the character be seen and in what medium? This will have a direct bearing on how you go about your design. For example, if the character is for a mobile-phone screen, there’s no point designing it to have a lot of intricate details and features. Nathan Jurevicius says, regardless of the format, “The process of thinking up concepts always starts the same: paper, pencil, green tea... lots of thumbnails, written ideas, scratches and sketches over sketches.”

3: Who is it aimed at?Think about your audience. Characters aimed at young children, for example, are typically designed around basic shapes and bright colours. If you’re working for a client, the character’s target audience is usually predetermined, as Nathan Jurevicius explains: “Commissioned characters are usually more restrictive but no less creative. Clients have specific needs but also want me to do my ‘thing’. Usually, I’ll break down the core features and personality. For example, if the eyes are important then I’ll focus the whole design around the face, making this the key feature that stands out.”

4: Visual impactWhether you’re creating a monkey, robot or monster, you can guarantee there are going to be a hundred other similar creations out there. Your character needs to be strong and interesting in a visual sense to get people’s attention. When devising The Simpsons, Matt Groening knew he had to offer the viewers something different. He reckoned that when viewers were flicking through TV channels and came across the show, the characters’ unusually bright yellow skin colour would grab their attention.

5: Line qualities and stylesThe drawn lines of which your character is composed can go some way to describing it. Thick, even, soft and round lines may suggest an approachable, cute character, whereas sharp, scratchy and uneven lines might point to an uneasy and erratic character. Sune Ehlers characters are bold and seem to dance on the page, which echoes his approach to drawing them. He explains: “Drawing a doodle is about decisive pen-manoeuvring. A strong line for me comes from strength and rhythm.”

6: Exaggerated characteristicsExaggerating the defining features of your character will help it appear larger than life. Exaggerated features will also help viewers to identif y the character’s key qualities. Exaggeration is key in cartoon caricatures and helps emphasise certain personality traits. If your character is strong, don’t just give it normal-sized bulging arms, soup them up so that they’re five times as big as they should be!

7: Colour me badColours can help communicate a character’s personality. Typically, dark colours such as black, purples and greys depict baddies with malevolent intentions. Light colours such as white, blues, pinks and yellows express innocence, good and purity. Comic-book reds, yellows and blues might go some way to giving hero qualities to a character.

8: Adding accessoriesProps and clothing can help to emphasise character traits and their background. For example, scruffy clothes can be used for poor characters, and lots of diamonds and bling for tasteless rich ones. Accessories can also be more literal extensions of your character’s personality, such as a parrot on a pirate’s shoulder or a maggot in a ghoul’s skull.

9: The third dimensionDepending on what you have planned for your character, you might need to work out what it will look like from all angles. A seemingly flat character can take on a whole new persona when seen from the side if, for example, it has a massive beer belly. If your character is going to exist within a 3D world, as an animation or even as a toy, working out its height, weight and physical shape is all important.

10: Conveying personalityInteresting looks alone do not necessarily make for a good character; its personality is key as well. A character’s personality can be revealed through comic strips and animations, where we see how it reacts to certain situations. The personality of your character doesn’t have to be particularly agreeable, but it does need to be interesting (unless your characters is purposely dull). Personality can also be expressed simply in how the character has been drawn.

11: Express yourselfExpressions showing a character’s range of emotions and depicting its ups and downs will further flesh out your character. Depending on its personality, a figure’s emotions might be muted and wry or explosive and wildly exaggerated. Classic examples of this can be found in the work of the legendary Tex Avery: the eyes of his Wild Wolf character often pop out of its head when it’s excited. Another example of how expressions communicate motions is deadpan Droopy, who barely registers any sort of emotion at all.

12: Goals and dreamsThe driving force behind a character’s personality is what it wants to achieve. This missing ‘something’ – be it riches, a girlfriend or solving a mystery – can help to create the dramatic thrust behind the stories and adventures your character gets up to. Often the incompleteness or flaws in a character are what make it interesting.

13: Building back storiesIf you’re planning for your character to exist within comics and animations then developing its back story is important. Where it comes from, how it came to exist and any life-changing events it has experienced are going to help back up the solidity of, and subsequent belief in, your character. Sometimes the telling of a character’s back story can be more interesting than the character’s present adventures… or not, in the case of the Star Wars prequels.

14: Quick on the drawDon’t be afraid to experiment and ignore all the rules and tips about planning and crafting the look of your character. Going against what is supposed to be the right way of doing something could create unexpected and exciting results. When artist Yuck creates his characters he doesn’t really know what he’ll draw. “I just listen to music and draw the result dependent on my mood: freaky or cute. I always want to have a drawing that I find interesting. I then work more on the character after it’s okay with me and my brain,” he says.

15: Hone, plan and polishInstead of just drawing or doodling without too much pre-planning, Nathan Jurevicius prefers to take a different approach. “I take a long time creating finished looking roughs and also thinking about how the character could be expanded beyond a 2D artwork, what the character will do in a specific world, and how it speaks and acts,” he says.

16: Drawn in mudHaving decent materials to work with is useful, but not essential, for the early planning of your character. A lot of amazing characters were successfully designed years ago when no one had personal computers and Photoshop was just a dream. The drawings of your character should still work when rendered on paper with a simple pen or, as Sune Ehlers puts it, “The character should still be able to work with a stick dipped in mud and drawn on asphalt.”

17: Real-world drawingIan, of I Like Drawing, generates some of his characters away from both the computer and the sketchbook, allowing outside elements to influence his work. “I really like characters that interact with their surroundings,” he says. “The environment normally suggests an idea and then I let my strange mind do the rest. I prefer drawing in the real world with a pen instead of on the computer, because it feels good and odd things happen.”

18: Release the beastShow people your creations and ask them what they think. Don’t just ask whether they like them or not. Instead, see if they can pick up the personalities and traits of your characters. Find who you think is the suitable or ideal audience for your work and get feedback specifically from them about it.

19: Beyond the characterIn the same way that you create a history for your character, you need to create an environment for it to help further cement believability in your creation. The world in which the character lives and interacts should in some way make sense to who the character is and what it gets up to.

20: Fine-tuning a figureQuestion each element of your creation, especially things such as its facial features. The slightest alteration can have a great effect on how your character is perceived. Illustrator Neil McFarland advises: “Think about the meaning of the word ‘character’. You’re supposed to breath life into these things, make them appealing and give them the magic that will allow people to imagine what they’re like to meet and how they might move. I think it’s strange how creating characters for the sake of it has become a distinct branch of graphic design.”


http://www.computerarts.co.uk/in_depth/features/20_character_design_tips


Sunday, September 28, 2008

Saturday, September 27, 2008

Assessment & Submission Requirements

DEADLINE & SUBMISSION : Monday 29-9-2008
Project1 Isometric Pixel Art

1. CD-R/ DVD-R - Digital research + References
- Digital work files (PSD, JPEG)

2. Full colour printouts of final artwork in A4

3. Documentations : Mindmapping, sketches, visual development, research & references

Thursday, September 18, 2008

Colors Palletes




1.Hope



2. Peace land



3. Snooker



4. His-story



5. A pair



6. Natural



7. Nightmare



8. Melaka



9. Nice-day



10. Cool



11. War coming



12. Harmony



13. Full of hope



14. Wonderland



15. Natural



16. Man-made




17. Blue



18. Romantic


19. Left out



20. home