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Farsight Studios
The Pinball Arcade / Farsight Studios
New interface thoughts and comments.
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<blockquote data-quote="Tuomas Hämäläinen" data-source="post: 45244" data-attributes="member: 787"><p>Good points there.</p><p></p><p>Here's something I've learned while studying industrial design:</p><p>1. It is my duty as a designer to inform my client if their proposal will result in something that is considered bad design and provide them with better alternatives. That usually works, because few clients really know what they want until you show it to them.</p><p>2. If they really insist that I do what they initially proposed, I try to "soften the fall" and at least execute the design with best quality, polish and taste possible within the boundaries - I still want to make something I dare to stand behind.</p><p></p><p>That is like a "Design Prime Directive" I follow when I work with different clients doing design for them, and I bet most designers have similar principles they follow.</p><p></p><p>I don't see this having happened in the case of TPA menu system. Not only are some design elements really tacky and outdated in their essence (gradients, bevel/emboss, clip art) but they lack polish and quality in execution as well (with that said, the whole product lacks polish in many ways, but let's not go into that here).</p><p></p><p>It may very well be that it doesn't work like this when it comes to game studios. I admit I know next to nothing about them.</p></blockquote><p></p>
[QUOTE="Tuomas Hämäläinen, post: 45244, member: 787"] Good points there. Here's something I've learned while studying industrial design: 1. It is my duty as a designer to inform my client if their proposal will result in something that is considered bad design and provide them with better alternatives. That usually works, because few clients really know what they want until you show it to them. 2. If they really insist that I do what they initially proposed, I try to "soften the fall" and at least execute the design with best quality, polish and taste possible within the boundaries - I still want to make something I dare to stand behind. That is like a "Design Prime Directive" I follow when I work with different clients doing design for them, and I bet most designers have similar principles they follow. I don't see this having happened in the case of TPA menu system. Not only are some design elements really tacky and outdated in their essence (gradients, bevel/emboss, clip art) but they lack polish and quality in execution as well (with that said, the whole product lacks polish in many ways, but let's not go into that here). It may very well be that it doesn't work like this when it comes to game studios. I admit I know next to nothing about them. [/QUOTE]
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The Pinball Arcade / Farsight Studios
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The Pinball Arcade / Farsight Studios
New interface thoughts and comments.
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