2008
Development on BigSeq2 is proceeding at a break-neck pace; We've got the UI mostly done, and the sequencers themselves are mostly done. All the hard shit is done, essentially. Now it's just a matter of putting things together, "tuning" all the DSP, then doing the ports.
Click the image above for a full-sized version. Note that many of the placements are off, and this isn't a done final UI. But since we've been fairly open about this particular product from the beginning of design, I thought I'd just go ahead and show you where we're at.
EDIT: Okay, try this on for size. Assuming we don't have something to put in that empty hole that is causing so much distress, this is what it'll end up looking like, more or less. And now you know why I don't generally put up unfinished designs.
The color scheme reminds me of some other developer, but I can't place who. It just seems sort of pastel and doesn't seem very Audio Damage-y.
posted October 30, 2008 by Funkybot
1.Functionality first and foremost. you know AD dont release shitty shit.
2. Looks, the BS logo is fly as fuck, the text next to it reminds me of the font on the tag on a pair of military BDU pants. Remember this aint CR and Adams first day on the job designing awesome UI's.
posted October 30, 2008 by inteliko
This plug-in occupies a kind of odd place, because it exists right on the cusp between our old VSTGUI-based plug-ins and all complex plug-ins to come out of our shop in the future, which will be built with our own Alpaca plug-in framework, and which have an entirely procedural OpenGL GUI.
(For those that aren't familiar with the terminology, "procedural" means we do it with math and direct drawing commands rather than by flipping PNGs around.)
Many of our more recent products, really starting with Replicant, have had procedural content in the UI. Automaton and BigSeq2 are interesting inasmuch as most everything except the background image is procedural. They are still built using VSTGUI, and the drawing commands essentially have to be done twice, once for GDI+ on Windows and once for Quartz. We're going to eliminate the middleman, basically, and talk straight to the graphics card. This has been a wish of mine for two years now, and Adam has finally caved in to my desires. We have two more products that will use VSTGUI with GDI+/Quartz, and after that we'll be washing our hands of it.
Now, it is worth noting that the environment in which I do my artwork largely informs what results. When using 3DS Max and Photoshop, you're more likely to see "hardware" style plug-ins. When we switch to a pure procedural environment, that hardware cloning look really sucks, and our products will have a modern interface that suits the environment. There will still be 3D stuff (quite a lot of it, actually, as OpenGL lends itself to that sort of thing) but you won't see the fake shadows and pseudo-knobs any more.
-CR
posted October 30, 2008 by Chris Randall
however, the 'dead' space is unavoidably distracting..
posted October 30, 2008 by quantize
-CR
posted October 30, 2008 by Chris Randall


