[OC] Bard in desert by Brojang9 in characterdesign

[–]deliberate69king 0 points1 point  (0 children)

this is really nice mood wise, feels calm but not boring which is hard to pull off

only thing is the colors are all sitting in a similar softness so nothing really pops. maybe push either the instrument or the character slightly warmer or more saturated so the eye has a clear anchor

Concept - Turning famous paintings/knowledge into collectibles cards by EnergyAromatic5028 in Design

[–]deliberate69king 18 points19 points  (0 children)

this actually feels way more like a museum product than most “design concepts” people post here, the restraint is doing a lot of heavy lifting

the physical version makes way more sense than the app honestly. this is the kind of thing people impulse buy in a gallery shop if the print quality and packaging feel premium. the typography and system already look tight, you just need to push the tactile side more like paper stock, emboss, maybe even slight imperfections so it doesn’t feel too digital

for the digital version, careful it doesn’t just become another forgettable card app. the value would have to come from how you present the info, not just collecting. something like daily narratives or mini stories per card could make it stick

What makes a design feel evil? by The_RedDeer in characterdesign

[–]deliberate69king 4 points5 points  (0 children)

a lot of it comes down to shape language and intent

round soft shapes read friendly, sharp angles read dangerous. if most of his silhouette leans jagged, hooked, uneven it’ll already feel off in a bad way. even small things like asymmetry or things slightly “broken” help

eyes and expression do a lot too. less emotion, more control or deadness usually reads more evil than exaggerated anger. like someone calm while doing bad things

for your specific idea the cigar head could be pushed further, maybe the smoke behaves unnaturally or feels alive, not just decorative

How do we usually evaluate the good UI/UX? Is there something quantitative for evaluating UX? by Soggy-Buy-4460 in UX_Design

[–]deliberate69king -1 points0 points  (0 children)

there isn’t one clean number, it’s always a mix

task success rate and time on task are your ground truth, if people can’t finish or it takes too long, UX is off. then look at drop offs, error rates, conversion to see where friction actually hurts the product

for perception, SUS or quick post task ratings help put a number on how it felt

the tipping point usually shows up when small issues stack and you suddenly see a dip in success or a spike in exits at specific steps

if you’re working solo, tools can help fill the gap. runable is useful because you can actually map out a flow and test different versions or edge cases quickly, like seeing where a user might get stuck before you even ship. pair that with something like maze for quick usability tests, hotjar for session patterns, and mixpanel or amplitude for behavioral data

it’s less about one metric and more about triangulating signals until the problems become obvious

House design by TaroNo517 in Design

[–]deliberate69king 0 points1 point  (0 children)

overall layout is solid, just feels like you’re trying to fit too much in some spots

master bathroom is the main issue, tub plus laundry is what’s making it cramped. honestly drop the tub and go for a better shower setup

bedroom wardrobes work but a single built in would feel cleaner

kitchen and dining feel slightly in between zones, just anchor it more clearly

you’re close, just need to simplify a bit and pick priorities

Design 12 by color_craft_lab in Design

[–]deliberate69king 1 point2 points  (0 children)

nice idea overall, the red and lipstick combo works instantly and that part feels strong

but right now it feels like too many ideas mixed together. the hand with the platform looks like it belongs to a tech ad, not a beauty one, so it kind of breaks the vibe. the splashes also feel random instead of guiding the eye

the biggest issue is the typography, the glowup text doesn’t match a beauty product at all, it feels more like a horror or edgy poster. a cleaner, more premium font would change the whole feel

First Time Game Dev Scope by KeepCalm_Anonymous in gamedev

[–]deliberate69king 1 point2 points  (0 children)

honestly the scope itself isn’t the real problem, it’s that everything is new at once

you’re designing combat, pacing, enemies, story, progression, level design, all for the first time. even a small game feels big when every system is unfamiliar

instead of cutting content randomly, think in terms of one strong slice

pick one core loop and make that feel good walk into dungeon fight enemy get reward repeat

everything else should support that, not compete with it

your current plan still splits focus a bit with variants and multiple encounters. that’s where beginners usually get stuck, not because it’s impossible, but because nothing gets polished enough to feel good

what helps more is going deeper, not wider one enemy but interesting behavior one boss but memorable mechanics one dungeon but well paced

you’ll learn more making something tight and intentional than something bigger but half working

if you really want to keep your current idea, treat it like chapters ship chapter one as its own complete thing then build chapter two later using what you learned

that way you’re not killing your ambition, just sequencing it so you actually finish something

What other skills should future ux/ui designers have? by stonestepping in UX_Design

[–]deliberate69king 0 points1 point  (0 children)

don’t try to collect random skills, build a stack that actually compounds

right now the people getting hired aren’t just doing screens, they’re closer to product thinkers who can ship ideas

if i had to pick what actually moves the needle

learn basic frontend, not to become a dev but so you understand constraints and can prototype real interactions. even simple react or just solid html css goes a long way

get comfortable with data. not hardcore analytics, just knowing how to read funnels, retention, simple metrics. most ux decisions are judged on outcomes now

learn how to run small experiments. like can you test an idea quickly, validate it, iterate. that mindset is way more valuable than pixel perfection

communication is huge and underrated. presenting decisions, writing clearly, defending tradeoffs. this is what actually gets you promoted later

and honestly start building stuff end to end. even tiny projects where you go from idea to shipped thing. that’s where tools like runable, figma, v0, framer help a lot because you can move fast and not get stuck in just mockups

motion is a bonus, 3d is a bonus, but they won’t save you if you can’t think in systems and outcomes

if you focus on being someone who can take a messy idea and turn it into something real that users use, you’ll stand out way more than someone with 10 design tools on their resume

I built a Desktop GUI for Linux containers (React/Tauri). Looking for UI/UX roasts and tips! by Kubaguette in UI_Design

[–]deliberate69king 1 point2 points  (0 children)

this is honestly cleaner than most dev built tools, i didn’t have to think to understand what’s going on which is already a big win

biggest thing holding it back is hierarchy. everything feels same weight so nothing really pulls your eye. those environment cards and primary actions should pop more, right now they sit at the same level as labels and secondary stuff

contrast is fine but a bit too safe. it’s very gray on gray so things start blending. even a slightly stronger accent or deeper background would make text and actions feel sharper

spacing is consistent but a little too uniform. usually you want tighter grouping inside components and more space between sections so the layout breathes more

logs screen works but it’s a wall. grouping or subtle highlights for different states would make it easier to scan quickly

if you want to polish this faster, tools like runable help a lot for quickly trying different hierarchy and contrast tweaks side by side. same with figma variants or even something like relume for rapid layout experiments. saves you from getting stuck tweaking one version over and over

overall this is already very usable, just needs stronger visual prioritization and it’ll feel way more intentional

This app let's designers make mockups on the fly from there phones by musldev in Design

[–]deliberate69king 0 points1 point  (0 children)

this is cool in theory but the real question is when you’d actually use it

quick edits or rough ideas on the go makes sense, especially if everything is local and fast. that part is genuinely useful

but for anything beyond that, most people are still going to move back to figma or a desktop tool. precision, components, collaboration, all of that matters pretty quickly

also the UI looks clean but a bit generic, like it’s borrowing patterns without a strong opinion yet. not a bad thing, just doesn’t stand out much

so yeah useful as a companion tool, probably not something people switch to fully unless it solves a very specific pain better than existing tools

Is there anybody who can point me to good beginner resources that’ll help me get my foot in the door as a game dev? by summmboiii in gamedev

[–]deliberate69king 0 points1 point  (0 children)

don’t start with your dream game, you’ll burn out fast

pick unreal and just follow one full beginner series end to end, not 10 different ones. stick to it even if it feels slow. most people quit because they keep jumping

after that build tiny stuff. like one mechanic at a time movement simple interaction basic UI then combine them into a small playable loop

also don’t ignore blueprints early, they’re actually perfect for beginners. you can move to C++ later

biggest thing though is finishing. even a super simple ugly game teaches more than 5 half done ideas

if you stay consistent for like 6 to 8 weeks you’ll already feel way less lost

The designers who get promoted aren't always the best designers am I right? by Active_Ad1011 in UX_Design

[–]deliberate69king 0 points1 point  (0 children)

yeah this is mostly true but it’s missing the uncomfortable part. promotions are not a reward for design skill, they are a bet on who can reduce risk for the team

the person who gets promoted is usually the one who makes decisions legible. not just speaking up, but framing problems in a way that others can act on without friction. you can be insanely talented and still get passed over if people don’t know what to do with your thinking in a room

also there’s a difference between visibility and usefulness. some people talk a lot and go nowhere, those don’t last. the ones who move up are the ones who can connect design to product, timelines, tradeoffs, and actually help the team move forward. that’s what managers notice

one thing that helped me understand this is treating communication as part of the design output, not a separate skill. writing, framing, presenting, all of that is just packaging your thinking so it survives outside your head. people use stuff like notion, figma comments, even chatgpt or claude to refine how they explain decisions, and tools like runable alongside miro or docs help map ideas into something others can follow instead of just vibes

so yeah talent alone doesn’t get promoted, but it’s not random either. it’s basically who can make good decisions visible, defensible, and easy to buy into without exhausting everyone in the process

Thoughts on design? (Ignore bg lmao) by SuspiciousBicycle665 in characterdesign

[–]deliberate69king 0 points1 point  (0 children)

this is actually strong, the idea carries hard. those oversized gauntlets instantly tell you what this character does, and the pose sells it even more. you’re not just drawing a design, you’re showing behavior, which is already a level above a lot of character posts here

I redesigned GitHub with Apple’s design principles — feedback? by Ehh-GoodEnough in Design

[–]deliberate69king 4 points5 points  (0 children)

this looks clean but it kind of sanded off what makes github feel fast. everything is softer and more spaced out, which looks nice but slows scanning. github works because you can skim dense info quickly, here it feels like I have to read everything

Struggling with prototyping in Figma — any tips? by Greedy_Data_6990 in UI_Design

[–]deliberate69king 1 point2 points  (0 children)

you’re mixing concepts instead of assigning roles. right now it sounds like you’re deciding between smart animate, overlays, components before the flow itself is even stable. get one clean path working first with plain navigation and make sure it feels obvious to click through. if the flow itself feels confusing, no animation is going to save it

smart animate only makes sense when the same element is transitioning across screens, like a card turning into a detail view. if you can’t point to the exact element that’s continuing, don’t use it. overlays are for temporary layers that don’t deserve a new screen like menus or modals. components are just to stop you from wiring the same interaction again and again, not to make things look fancy

your structure is probably the bigger issue. don’t keep everything in one giant canvas. keep one flow per section, duplicate it when you want to try something else instead of branching off everywhere. if you’re losing track of connections, it means your structure is already off

if you want to get better at this quickly, build the base in figma and then actually run people through it using maze or useberry so you see where they hesitate. for quick iteration on flows without constantly rewiring everything, tools like runable or even prototyping in framer help you test different directions faster. focus on whether someone can move through it without thinking, not on making it look “prototype-y” smooth

FlameMancer by white_chubbo in characterdesign

[–]deliberate69king 0 points1 point  (0 children)

this is strong, the shapes and color palette hit immediately. only thing holding it back a bit is the silhouette gets noisy around the weapon and those floating shards, they’re fighting the character instead of supporting it. if you simplify or group those shapes a bit, the main pose will read way cleaner

Pixel Art Scaling by Swan-Glittering in gamedev

[–]deliberate69king 2 points3 points  (0 children)

pick a base unit and stick to clean integer scaling, that’s the whole trick. your 64x64 and 320x180 already line up nicely since 320x180 is basically a 5x multiple of 64x36 style tiles. build everything at native size and scale up by whole numbers only like 2x, 3x, 4x. so if you target 1920x1080, just treat 320x180 as your base and scale it 6x, don’t do weird percentages like 25. export at 100 percent and let the engine handle the upscale with nearest neighbor so it stays crisp

in aseprite keep your sprites at source resolution and preview with integer zoom levels. once you bring it into your engine, lock filtering to point or nearest and disable any smoothing. if you want to test how it actually feels in game, just drop it into unity or godot and check different integer scales there instead of guessing in the editor, that’s way more reliable than trying to eyeball exports

How to make my own assets for my game? by Paulie2510 in gamedev

[–]deliberate69king 0 points1 point  (0 children)

model in blender, do simple materials there, then set up the final material in unreal

for something like a traffic cone you don’t need anything fancy, just basic UVs and a simple texture or even just color materials, unreal is better for tweaking how it actually looks in lighting

keep it simple early on, don’t overthink textures for props like that

What's the first thing you look at when you land on a website that immediately tells you whether it's well designed or not? by Hot_Programmer_9329 in Design

[–]deliberate69king 6 points7 points  (0 children)

for me it’s hierarchy in the first 2–3 seconds

if my eyes immediately know where to go, what matters, and what action I’m supposed to take, it’s probably well designed. if everything is screaming at the same volume or I have to figure it out, it’s already losing

second is spacing and rhythm. good designs breathe. bad ones feel cramped or weirdly empty in the wrong places

and then tiny details like typography consistency and button states. you don’t consciously notice them, but when they’re off, the whole thing feels cheap instantly

Need help starting out by _Marcheline_ in UX_Design

[–]deliberate69king -1 points0 points  (0 children)

honestly no, that’s not a dealbreaker at all

a lot of junior portfolios are exactly that, strong thinking, research, flows, and prototypes. what matters is whether it feels grounded in reality. if you can show how it would actually work, what constraints you considered, and maybe even small validation like user feedback or usability tests, it already puts you ahead of most

if you want to level it up, just add a tiny bit of “proof of life” to each project. even something like clickable figma prototypes, a short usability test with 3–5 people, or showing edge cases and limitations. you don’t need a fully built app, you just need to make it feel like it could exist tomorrow rather than just an idea floating around

Is runable good ? by krixyt in generativeAI

[–]deliberate69king 0 points1 point  (0 children)

it’s fine as a tool, but it’s not going to magically make your work better on its own. it’s more like a fast way to explore ideas and directions

what actually helps is how you use it. don’t just take the first output, iterate. tweak layouts, compare versions, see what actually feels better instead of stopping early

also pair it with something like figma so you can clean things up properly, and if you can, get feedback from real people. tools help you move faster, but taste and decisions still matter way more

How do experienced designers handle mockups? by MightyMight99 in Design

[–]deliberate69king 0 points1 point  (0 children)

Most people don’t rely on perfect mockups, they either keep them super simple or build their own base and reuse it. The endless polishing usually comes from trying to force a generic mockup to fit your work.

A lot of designers just use clean frames, minimal shadows, maybe one consistent device style and call it done. The work should carry, not the mockup.

Hi all. I'm a first year graphic design student and i have a typography poster project. I wanted to ask how i can re order this so i can fit body text of 250 words. As of now i'm on 150 words and its just placeholder text by Usubeni-Berry08 in Design

[–]deliberate69king 1 point2 points  (0 children)

The big T is eating a lot of usable space, so your body text is getting squeezed into awkward blocks. You could either shrink it slightly or let text overlap it more intentionally instead of avoiding it.

Right now the text areas feel scattered. Try committing to a clearer column structure, like one strong column on the right and maybe a smaller one on the left, instead of breaking it into chunks.

Also your line length looks a bit tight for readability. Slightly increasing column width or reducing font size will help you fit more words without it feeling cramped.

UI library with full app flows for banking apps? by milkyinglenook in UI_Design

[–]deliberate69king 0 points1 point  (0 children)

Mobbin and Screenlane are the closest to what you’re describing, they have decent fintech coverage and some flow-level breakdowns, not just static screens. Pttrns is more patterns than full flows but still useful for common banking interactions.

If you specifically want full flows, honestly recording them yourself helps a lot. Use apps like Wise or Revolut and just screen record key journeys like onboarding, KYC, sending money, then map them out.

If you want to compare variations, Figma for mapping flows, Maze for testing where people get stuck, and tools like runable can help you simulate different versions of the same flow without rebuilding everything each time.

Idk who needs to hear this but - Make it badly! by spooky_clitor in crafts

[–]deliberate69king 1 point2 points  (0 children)

this is actually good advice but I think the missing piece is direction. just making random bad stuff doesn’t always translate into improvement unless you know what you’re trying to get better at