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10

To add a bit of science, here three things that are counter-intuitive but important to know about vision. They explain why viewers navigate visuals by drifting from a focal point, following any natural flow - and why it feels so much more jarring when there isn't a natural flow to follow. Your vision outside of the very centre of what you're focussing on ...


9

Simple answer: Curiosity. Some detail; It depends on the composition. @Yisela had some great examples of focal point (and balance) here, I'm going to use one to explain my thoughts on the eye movement. So example: Obviously you focus on the the people in the center immediately. But take a second to notice where you naturally looked next. For me, it ...


7

Interesting and very big question. Research with eye-tracking shows that people "take in" a visual object differently. If you have a black-and-white image with one red dot, many people will have great problems afterwards to tell you what else but the red dot was there. However, placing another red dot somewhere will pull the gaze towards that too, and most ...


5

Software is not an important concern. The most important concern is: can you draw? Since you are "totally newb at visual art" I assume that means you are not good at drawing and need to start with that. Realistically, if you are already a game programmer then stick to that and find a good artist to work with. There are always lots of artists looking for a ...


4

You've got a good start - don't try to pretend you're something you're not. Most folks will respond much better to "I am not quite sure of the process involved here - can you go into a little more depth?" than to someone obviously trying to fake it. If you're looking for the underpinnings of graphic design, look at things like: Color theory (which colors ...


2

As jhocking mentions, a good place to start would be to find your own style and adjust your technique. Some feedback is great at this stage, you can show your drawings to your friends and ask for their opinions, or share them online in places like DeviantArt or similar. I also agree with the traditional first approach. You can go digital in a next step, but ...


1

Options: Get a degree. Consider degrees in Graphic Design, User Experience, Library Sciences, Product Design, Service Design, etc. Continuing education. Consider classes at Lynda.com or the like. Maybe a school that offers web based classes. DIY/On your own. Just start designing. Practice, practice, practice. Read, read, read. Slowly build up a portfolio ...


1

Weight, size, and the margins play a big role in how we scan. By adjusting these features, you can delineate someone's "visual digestion" of your content. Though you may arrange text in a syntactically correct order, the size, weight, and margins around the text are what guide the viewer's eye. As evidence, find a well-designed, text-heavy poster and take ...


1

I'd like to add a few more points, this relates to the business side. Understand what the client's needs are. This will help you in your research, approach and delivery don't be afraid to try different concepts. think: mild, average, and out-there. develop good communication skills so all parties involved know what to expect. Use email, phone calls, send ...



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