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Research question on 2D design in demos (detailed info below)

category: gfx [glöplog]
thanks folks. And I'll take another look at blunderbuss and some other demos I've already seen.
Also going to poke around for esp nice oldskool stuff too.
hm. numb res is relevant too . . . forgot about this. Yay for serendipity!
So I've watched through the list of prods people recommended in my 2D research thread and many of the ones listed on demozoo.

You know, I saw some really awesome demos that I might have missed thanks to this thread, or that I forgot about. Some aren't great, but others are impressive. They're uneven, most of them, but there are moments . . . really magical in combination. It has been a while since I watched a real grab bag of demos in a row outside of a party, and it is a nice feeling. Perhaps it also helps that I am visiting a friend, and my friend is asleep, and it is wonderfully quiet here, and I'm lying quietly on the very comfortable couch in this new strange place happily watching demos. (:

Notable visual tools and best practices for 2D demos that I noted in my research:
*the "twist and unlock" transition
*the "pop-out" transition
*the "rube goldberg" transition
*the zoom transition
*Following moving lines, whether the line itself is moving, or (more interesting to me) the camera is moving and the line is spooling into and off the screen
*Bringing in parts of images bit by bit
*Remember your comic books
*Composition, composition, composition
*Interference and moire patterns
*interlocking patterns
*Overlays
*repetition
*visual rhythm
*very careful use of color
*Bounce, and realistic motion in general
*Judicious use of wireframes
*two-color plasmas; marbling/smoke can be interesting, but has already been done so well it is effectively dead
*Gradients
*carefully shaped and judicious use of noise and fragmentation
*Smoothness--flow
*Dynamic range (as with photos)
*fonts as a visual element
*very good anti-aliasing
*juxtaposition of regular and irregular shapes
*judicious use of blur
*modularity
*flocking-like things
*strategic use of simple geometric shapes
*judicious use of appropriate fractals
*perceptual tricks, when possible
*geometric arrays (usually pulsating or flashing)
*eyelines -- 2d perspective aimed right at the viewer, crossing their field of vision

a lot of the things here: http://char.txa.cornell.edu/language/principl/rhythm/rhythm.htm
+motion


I remember seeing and liking satori and tpolm prods. You forget so much as time passes, the cavernous beautfiul mine of demos going back and back over twenty years . . .

Thank you all again. This was a gift.
welcome to 1994!
i do not understand that list
added on the 2015-04-25 15:22:26 by the_Ye-Ti the_Ye-Ti
Feels like a BITS comment generator :)

"Gradients, visual rythm, interlocking patterns."

Probably because that list basically covers all demos out there in general :)
added on the 2015-04-25 15:39:20 by zoom zoom
well, that was nice. I say thanks and you dump on me. Oh well Pouet. I leave you to your ponies (:
added on the 2015-04-26 00:21:29 by rudi rudi
chimera is flatshaded 3D. how is that 2D?
3D is projected onto a 2D surface/screen, thats why
added on the 2015-04-26 03:47:01 by rudi rudi

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