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Submission: On May 30 via api from TR — Scanned from DE
Submission: On May 30 via api from TR — Scanned from DE
Form analysis
1 forms found in the DOMPOST api.php
<form action="api.php" method="post" role="form" class="php-email-form">
<div class="row">
<div class="col-md-6 form-group">
<input type="text" name="name" class="form-control" id="name" placeholder="Your Name" required="">
</div>
<div class="col-md-6 form-group mt-3 mt-md-0">
<input type="email" class="form-control" name="email" id="email" placeholder="Email" required="">
</div>
</div>
<div class="form-group mt-3">
<textarea class="form-control" name="message" rows="5" placeholder="Message" required=""></textarea>
</div>
<div class="text-center" style="margin-top: 20px;">
<button type="submit">Send</button>
</div>
</form>
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! 0 Readers 0 Experience 0 Total readers 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 TESTIMONIALS DEN Impressive individuals! It's evident that their dedication is focused on 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! ADDRESS 1043-957 78 Ave SW, Calgary, AB T2V 0T9 EMAIL eticga@mail.com PHONE +16478465427 FEEDBACK FORM Send We use cookies to improve your experience on the website. By staying on our website, you agree to the terms the use of cookies. To read our privacy and usage policy cookies Click here. I agree ©2022 All Rights Reserved Privacy policy Terms of use