There is a service called Linear They have already made noise in the product community several times with their landing pages. For example,…
There is a service called Linear They have already made noise in the product community several times with their landing pages. For example, to avoid the DDoS effect of the previous iteration, they sent all curious people to their Figma file with the page design. Today I was curious to read a material by one of Linear's designers about the process of working on two visuals for the current landing page. nelson.co/work/linear-renders What I liked: - Honesty and depth. How much can be said, how much experience can be shared. It would seem: just two pictures - The way you want it to feel and look is more important than the physical honesty of the visualization. Here I remember a thought from one of Crytech's co-founders during the release of Crysis: "getting pleasure and impressions from the game is more important than physical accuracy." He was answering the question of why Hummers explode into huge burning clumps after a few shots from a rifle - Working on a short segment to find the right techniques. (Anton, do not render the whole minute-long scene every time. Start small) - Iterations, iterations. Nothing turns out well the first time. - Feedback from colleagues. It is not worth working closed off; feedback helps improve the work. - Refinement in Photoshop after creating renders. Do not force yourself into the frame of a tool. A tool always limits the flight of thought. The richer your toolkit, the higher-quality the realization of the idea