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Davison Carvalho
colorblindmess
The creative world from 80s was shaped by executives used to Design–bid–build methods, this left us with a design process I call Design-lottery. Where instead of designing with a strong
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60-70% of the work time of Ui artists in games are not stuff we see on their portfolios, it's not full-screen crosshairs, or HUD designs and styleframes, but single elements
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