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Text Content

 1. 


ETICGA

Greetings! Explore a variety of articles covering games and game development
right here.

GO


EXP

We've been producing articles on this subject for an extended period,
accumulating a wealth of experience in the process.


SIGNIFICANCE

Our editorial team strives to uncover the most captivating and current
information.


FEEDBACK

Over our extensive tenure, numerous satisfied clients have shared their reviews
on our website.


DISCOVER MORE ABOUT OUR COMPANY

Hello, we are GameTic, a company dedicated to the world of games and game
development. With extensive experience in the industry, we are currently engaged
in crafting informative articles and assisting individuals in mastering this
exciting field. If you've always aspired to delve deeper into the realm of games
and their development, you've come to the right place. Our expertise is
validated by the positive feedback from our satisfied readers who share their
experiences on our platform. Should you encounter any challenges, our dedicated
support team is always ready to assist you!

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EXPERIENCING THE PLEASURES OF CREATING UI DESIGNS

In the year 2020, during the development phase of Rush Royale, Photoshop stood
out as the primary UI tool in the industry. Figma, at that time, lacked
sufficient features to comfortably handle such sophisticated art content.
Simultaneously, for UX (User Experience), our studio adopted Figma right from
the inception of the game's development.

Upon joining the project, I received all UI developments in separate PSD files.
When initiating work on a feature, the following steps were necessary:

- Examine UX layouts in Figma and review the design.
- Navigate through the available files to locate screens and elements suitable
for the task.
- Create UI in Photoshop.
- Share a preview of the finished design in Figma and get team approval.
- After finalization, upload the PSD and new sprites to cloud storage. Include
links to the repository in Figma for programmers to access necessary resources.

For a single specialist on the project, this process seemed manageable. I
gradually memorized the locations of various elements and efficiently followed
this workflow. However, challenges arose as the team expanded.

With the addition of a second team member, it became evident that updating them
simply by providing a multitude of files was impractical. Consequently, I had to
create some UI kit sketches, a task not easily accomplished in Photoshop given
the massive size of our button file, reaching 2.5 GB. As we dealt with a
substantial amount of content, building a convenient and understandable system
from such files posed difficulties.

Concurrently, our team continued to grow, reaching four specialists by the
year-end. The number and complexity of features also increased, with the total
weight of PSD sources nearing 100 GB. Navigating through such a volume, despite
meticulous sorting by features, became challenging. Team members frequently had
to inquire about file locations and preferred layouts for their work. As a
result, I needed to keep track of which screens they modified to stay informed
about current versions.

The substantial volume of data and the challenges associated with working with
it prompted our transition to Figma.

Another contributing factor was the programming team's difficulties when
constructing the interface in Unity. Photoshop lacked convenience for viewing
the sizes and parameters of objects, and downloading a heavy PSD file for each
screen proved cumbersome. A temporary solution was Zeplin, a web tool with a
Photoshop plugin enabling the viewing of layouts with essential layout data:
indents, sizes, fonts, etc. However, transferring the layout to Zeplin required
parsing each screen into sprites and subsequent exportation through the plugin.

This decision led to our team spending 40% more time developing UI features. The
integration of Zeplin into our processes, while providing functionalities
desired by programmers, ultimately proved time-consuming and of limited
usefulness for UI designers. Recognizing these challenges, we decided to phase
out Zeplin due to its inefficiency and time-consuming nature.



Within our team, the conversation about shifting to Figma started. Initially,
most were in favor, including myself. There appeared to be numerous advantages,
and the transition was expected to be quick and straightforward. The anticipated
time savings in development seemed significant enough to warrant the change.

However, eventually, the challenges identified earlier, particularly the
struggles in maintaining layout relevance and transferring them to development,
compelled us to reconsider. We engaged in discussions with project leaders,
obtained their approval, and found a suitable slot in our schedule for the
transition.

As a first step, we opted to create a few trial screens to assess feasibility
and potential benefits. The outcome was quite gratifying for the programming
team. In Figma, they could perceive the work similarly to Zeplin, encompassing
all sizes, colors, and fonts. Everything they required was readily available,
and sprites could be conveniently downloaded directly from layouts.
Additionally, UI layouts now coexisted with UX within Figma without the need to
switch platforms.

It became apparent to us that entirely redesigning the project in Figma,
ensuring everything was in vector shapes, posed an insurmountable challenge. A
solution needed to be found.

Our breakthrough came with the 9-slice plugin, mimicking sprite cutting from
Unity. The process involved throwing sprites into Figma from the project,
utilizing 9-slice to make them stretch in all directions, and assembling
layouts. This method proved efficient, with the transfer of each screen
requiring minimal time. Moreover, the sprite names matched those in the project,
facilitating the transfer process with a growing number of sprites. This plugin
played a pivotal role in our decision to fully transition the project to Figma.

To achieve this, we compiled screenshots of all Rush Royale screens into a
single file and gradually initiated

F

Post-transition, the difference in work efficiency became evident. In addition
to streamlining the development pipeline, we simplified routine tasks. All
working screens now reside in one project, eliminating the need for overwriting
files, transferring them to Zeplin, and saving sprites. The time savings, in
this case, proved to be twice as expected!

Collab




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DEN

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sourcing and presenting the most captivating and up-to-date information. I
wholeheartedly recommend them!


NEWT

I've been a keen observer of their work for an extended period, and it's
consistently marked by progress and positive vibes. My recommendation extends to
everyone!


ALEXA

The proficiency of the editors shines through; they are genuine experts in their
domain. The articles are not only intriguing but also packed with valuable
information. A sincere thank you!


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EMAIL

eticga@mail.com


PHONE

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