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

category: gfx [glöplog]
++CONTEXT++
No, I can't stand those "searching for [adjective] demos!!" threads either.
But I did a search of the BBS history and did not find another thread that addresses this very specific topic in a way properly relevant to the research interests I'm exploring here, so I am posting one. That, and although I may find some useful references just by trawling through best-ofs and databases, sometimes serendipity (like finding books next to each other in the same call number range in the library) is quite helpful. And so this is how I'm introducing serendipity.
Yes, there are various places I could ask this on IRC, and a wide variety of people I could email. But this way I leave a publicly accessible record behind for future researchers. Even if it ends up being of dubious usefulness. (:

++THE QUESTION++
I'm interested in recommendations of groups and demos that showcase well-thought out, original 2D design. Demos and demogroups that do a mixture of 2D and 3D design are fine, but only the 2D portions of the work are relevant to me. Technical boundaries are irrelevant; I don't care if these demos are technically impressive or innovative--or if they aren't. All that matters to me is the design aspect.

++DEFINITIONS++
*What do I mean by 2D design?
2D design elements as I am defining them can include: color choices, layout and composition, use of fonts, depth of field and perspective.

*Examples of what I don't want (unless unusually applied)
Paint splatters, tunnels, plasmas, checkerboards, scrollers, rotozoomers, shadebobs, logos, text graffiti unless it's part of a font used in multiple places, still graphics.

*Hybrids
Demos like Muoto are tricky, because the transition from 2D to 3D is a crucial part of Muoto that makes it Not Quite Right for this area of research.

*2D things I classify in the 3D area for the purposes of this question
Fake 3D, hand-drawn 3D

*Examples of the kinds of things I do want to see
Midnight Run by ASD
2D transition effects from Prism Break by Alcatraz (interleaving)
2D transition effects from On by Mercury (clever use of blinded/slotted raster bars)

metatags: "2D design in demos", "design-oriented demos", "2D design", "design-oriented demogroups", "design in demos", "graphic design"
http://www.pouet.net/prod.php?which=51146
What about something like Vakio by Mewlers? The demo is mostly 3D, but still frame ("2D projection") of it could be a poster or a flyer in my opinion. This for me is probably the most important aspect when it comes to design in 2D sense in demos for me. Another example off the top of my head is the NVScene 2014 Invitation by CNCD and Fairlight.

More traditional or direct 2D design oriented demos that I always need to mention are Antifact and Trans*form.

I'll try to come up with more examples later.
added on the 2015-04-08 11:22:24 by noby noby
Calodox - Panjabmoore Meets 007 again http://www.pouet.net/prod.php?which=12030

Thanks for reminding me to watch it again!
added on the 2015-04-08 11:49:06 by quisten quisten
Beats in motion by Digimind & Silent - 4k intro with signed distance function 2D.
added on the 2015-04-08 13:50:22 by las las
Metamorphosis by ASD - the prequel to »Midnight Run«
added on the 2015-04-08 13:51:53 by gaspode gaspode
beta by still - Victor Vasarely stuff.
added on the 2015-04-08 13:53:55 by las las
also: http://demozoo.org/productions/tagged/minimal/

Both lists look a bit anemic so far, but they keep growing slowly, but surely. :)
added on the 2015-04-08 14:39:05 by tomaes tomaes
exactly how does depth of field can be a 2D design element when fake 3D is excluded ? it literraly has the word depth in it :o
added on the 2015-04-08 18:17:06 by MsK` MsK`
MsK: That's a good point since in phorography depth of field actually means that you have a long range in distance that appears sharp, traditionally demos have always had this because of the implied "pinhole camera model" and only recently started to emulate more complex optical behaviors.

But I think it's a good criterion since effectively when you'd use a shallow depth of field (which I guess is what is in question here), you're effectively isolating the 3D scene into one 2D plane that is reasonably sharp. I don't think many demos specifically have done this though. Only example that come to my mind is Traction's Icnognito in the greets part, but even there it's a fairly subtle effect since the virtual aperture is still pretty small.
added on the 2015-04-08 20:26:48 by noby noby
http://www.pouet.net/prod.php?which=7836
http://www.pouet.net/prod.php?which=4143
http://www.pouet.net/prod.php?which=353
added on the 2015-04-09 00:46:47 by T$ T$
The windows in bold (http://www.pouet.net/prod.php?which=54051 https://youtu.be/rKqqOcTFVm0?t=1m20s) are interesting
added on the 2015-04-09 19:36:51 by MsK` MsK`
Same goes for edge of disgrace : youtube
added on the 2015-04-09 19:40:45 by MsK` MsK`
thanks folks for all the responses!

WhatcI mean by depth of field is something that can be represented in 2D as well as 3D forms; the use of perspective, blurring, color, composition and light to evoke a feeling of space. Mandalas do this in an abstract way; also see this graphic from ASM 14 as a random example . . . . dammit, I can't find the thing, it was of a kid and a robot in a forest clearing and seems ro have dissappeared.
oh and snug by hedelmae, probably my favorite demo of 2014, is pretty flat and manages depth of field nicely with shading and motion, but looks like shallow 3D.
aren't you being confused with motion blur ? I just saw that demo and I didn't see any depth of field in there.
added on the 2015-04-10 10:30:28 by MsK` MsK`
Not just motion blur, the shape has volume.
I made this horrible piece of crap some years ago.
added on the 2015-04-10 13:08:01 by Preacher Preacher

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