At least Andreas likes the idea. Good. He asked in #marketing for visual examples, I come up with some found in the videogame industry. I don't pretend to sell GNOME as a videogame!!! This is just to remind how the videogame industry was able to create very exciting visual concepts from very poor 2D and pixelated graphics: This is how Super Mario - Gameboy was explained: http://images-eu.amazon.com/images/P/B00004TMG4.03.LZZZZZZZ.jpg The pacman-alike games also pictured a whole adventure from a bunch of 16-color pixels: http://www.neatstuff.net/games/pac-man.jpg http://www.tomheroes.com/images/kccrazy.jpg http://www.weinerd.com/images/Marquees/Pac-Man.JPG A more extreme and recent example: http://www.kisland.net/downloads/wallpaper/Super%20Mario%2064%20DS% 202.jpg We don't need to produce 3D icons, nor make big adventures with them. We have already very cool icons that we can put at different sizes and make them fly in a 32-like space, the metaphor of the 2.16 desktop. But we can offer a graphical and conceptual and exciting description of the 2.16 desktop creating this embracing space in the big banner. What do you think? Specially to PingunZ, what do you think? El dc 23 de 08 del 2006 a les 16:49 +0200, en/na Quim Gil va escriure: > - Populated with a unsorted carrusel of wonderful icons, meaningful to > people that hasn't seen them before. > - Playing with icons of different sizes, including some extra-large > details of icons escaping from the banner framework. > - A visual and colorful universe that looks integrated thanks to the > observation of the > http://tango.freedesktop.org/Tango_Icon_Theme_Guidelines in the banner > itself. -- Quim Gil /// http://desdeamericaconamor.org | http://guadec.org
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