How do you unify a UI across vehicles, command centers, and character HUDs?
For TRON: ARES, the answer was: puppeteering control rods.
My last post was the highest-reaching post I’ve ever shared. Thanks to everyone who shared and jumped into the comments. ✨🙌✨
Director: Joachim Rønning
ILM VFX Supervisor: David Seager
GFX Creative Director: GMUNK
Interface Design Director: JAYSE HANSEN https://t.co/qURb5zUrOB
Motion Director: DARBY FACCINTO
#tronares #filmconcept #uiux #tronui
I served as UI Design Lead/Director and Ul System Architect on TRON: ARES, designing the core Ul languages that span every character, vehicle, and machine across 260+ shots.
Excited we can finally share it!
TRON: ARES, NOW streaming!
This work was brought to life by an incredible VFX/GFX team we built from scratch, led by GMUNK
Follow for full design breakdowns coming up!
Director: Joachim Rønning
ILM VFX Supervisor: David Seager
GFX Creative Director: GMUNK
Interface Design Director: JAYSE HANSEN
Motion Director: DARBY FACCINTO
#tronares #filmconcept #uiux #tronui
@darkblueorchids More to come! Thanks for letting me know it's not a waste of time! (breaking down projects is almost more involved than doing them in the first place!)
Initially, Ares is a pure machine, yet grows to be more human-like. So the design follows the idea that 'AI is continually building, generating and updating.'
To match Ares' duality, I designed the UI to be half human-readable, (language) and half machine-readable (code/patterns).
To illustrate the generative aspect, I chose to make the UI very architectural: Like a scaffolding, or a building always under construction.