Jayse Hansen

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Jayse Hansen

Jayse Hansen

@jayse_

:: Design Director of Spatial UI/Holos/HUDs in movies and real-world :: Tron: Ares, Top Gun, Star Wars, Hunger Games, Iron Man :: https://t.co/qURb5zTTZ3

Las Vegas! Beigetreten Ağustos 2008
461 Folgt3.3K Follower
Phil Traut ᯅ
Phil Traut ᯅ@SpatiallyMe·
I keep finding new ways to integrate Apple Vision Pro into my creative work. For example, in my work as a type designer, I’ve found it extremely helpful to test my latest fonts in different sizes on real-world products, enabling true-to-life mockups. This is far more efficient and eco-friendly than printing endless versions on paper like I usually do. Spatial computing is a tool, and it’s always up to us to find ways it can make each of our unique workflows more productive.
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Jayse Hansen
Jayse Hansen@jayse_·
@phantom4869X That's a good sound. Also, the thumping of the Recognizer in the theater was grade-A
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Jayse Hansen
Jayse Hansen@jayse_·
@yesadok Proved to be very flexible and distinctive on this one.
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Sadok
Sadok@yesadok·
@jayse_ Control rods as the common thread
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Jayse Hansen
Jayse Hansen@jayse_·
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 jayse.io Motion Director: DARBY FACCINTO #tronares #filmconcept #uiux #tronui
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Wilkane
Wilkane@LordLochFergus·
@jayse_ You guys did awesome
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Jayse Hansen
Jayse Hansen@jayse_·
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
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Ev
Ev@GhosthoundInc·
@jayse_ Beautiful work 🫡🫡🫡🫡
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Agent Z
Agent Z@ZiggyTheAvatar·
@jayse_ Great job dude!!! Love it.
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Velocity
Velocity@speedylilguy·
@jayse_ the detail was insane
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Jayse Hansen
Jayse Hansen@jayse_·
@fcolyra @shots_tron Appreciate you saying that Frankie. We built a dream team on this! All great people putting the love in!
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Frankie
Frankie@fcolyra·
@jayse_ @shots_tron So amazing. Thank you for this, I love Tron, Ares was amazing and I appreciate people like you and your team behind the scenes that put in the work to make this possible.
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Jayse Hansen
Jayse Hansen@jayse_·
@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!)
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Digitized User
Digitized User@DigitizedUser·
@jayse_ This is so cool, I especially loved how the Dillinger Systems UI looked in TRON: Ares!
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Jayse Hansen
Jayse Hansen@jayse_·
Next week I'll show you the design sys used in the Light Cycles, Recognizer and Athena holograms.
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Jayse Hansen
Jayse Hansen@jayse_·
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.
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Mike Rundle
Mike Rundle@flyosity·
You know shit's getting real when I pull this book off the shelf
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