<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:media="http://search.yahoo.com/mrss/" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Zeh Fernando: Works</title><description>Personal portfolio for Zeh Fernando Caneiro, front-end developer, showcasing mobile, applications, and website projects I&apos;ve helped build.</description><link>https://zeh.dev/</link><ttl>1800</ttl><language>en-us</language><copyright>Copyright © 2026 Zeh Fernando</copyright><pubDate>Sat, 18 Jul 2026 02:30:23 GMT</pubDate><lastBuildDate>Sun, 19 Jul 2026 01:54:59 GMT</lastBuildDate><atom:link href="https://zeh.dev/feed.xml" rel="self" type="application/rss+xml"/><image><url>https://zeh.dev/assets/icon.GTOehRNu_YLSPA.png</url><title>Zeh Fernando: Works</title><link>https://zeh.dev/</link></image><item><title>Iconfound</title><link>https://zeh.dev/work/iconfound/</link><guid isPermaLink="true">https://zeh.dev/work/iconfound/</guid><description>&lt;h2 id=&quot;daily-codebreaking-puzzle&quot;&gt;Daily Codebreaking Puzzle&lt;/h2&gt;
&lt;p&gt;My good friends Don and Mike had the idea for a cryptogram-like puzzle built on simple symbols, played
as a daily word game (in the style of &lt;a href=&quot;https://www.nytimes.com/games/wordle/index.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Wordle&lt;/a&gt;). I jumped
at the chance to build a web-based PWA, and Iconfound is the result.&lt;/p&gt;
&lt;p&gt;In Iconfound, you’re given five encoded words around a common theme, and you have to work each one out from its
symbols. There’s a new puzzle every day, plus all the patterns you’d expect from the genre: an archive of past
games you can replay, streak tracking, a mobile-first design, and more.&lt;/p&gt;
&lt;p&gt;The implementation of the game itself is very straightforward. It works as a simple React Single Page Application
made in TypeScript, with minimal dependencies (e.g. no global state management library), and no server component.&lt;/p&gt;
&lt;p&gt;No logins, no ads; just pure puzzling, made out of love for the genre.&lt;/p&gt;</description><pubDate>Sat, 18 Jul 2026 02:30:23 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.CSd6FYqr_2jm5SB.jpeg"/><category>Work</category></item><item><title>CAVA Grill</title><link>https://zeh.dev/work/cava-grill/</link><guid isPermaLink="true">https://zeh.dev/work/cava-grill/</guid><description>&lt;h2 id=&quot;modern-food-ordering-app&quot;&gt;Modern food ordering app&lt;/h2&gt;
&lt;p&gt;CAVA is a growing Mediterranean, fast-casual restaurant chain with a flavorful menu
of customizable bowls, salads and pitas.&lt;/p&gt;
&lt;p&gt;The client had already published a successful cross-platform React Native mobile
app to support their order ahead system, and Work &amp;#x26; Co’s mission was to create a
new version of that app, still using the same technologies.&lt;/p&gt;
&lt;p&gt;The application’s design and implementation was centered around the concept of
“order sentences”: customers could create new customized orders using a text-like
interface, and use an “emoji” keyboard for ingredients. That way of representing
orders was reused throughout the app, including in non-editable order views, creating
a language of its own for the restaurant chain’s rich menu.&lt;/p&gt;
&lt;p&gt;We had a large team for this project (relatively speaking) that worked closely with
the client’s engineering team not only to create a new version of their mobile app,
but also to help them redefine the schema for a new version of their server-side
APIs based on new business requirements.&lt;/p&gt;
&lt;p&gt;This project presented several interesting visual challenges. The home screen
carousel (a custom carousel featuring diagonally masked, parallax supporting content),
many subtle but complex animations, and some of the layout aspects of the order
sentence component (where emojis and text components had to be mixed with custom layout
rules) were highly challenging and yet thoroughly enjoyable highlights for me.&lt;/p&gt;</description><pubDate>Tue, 16 Jun 2020 14:29:38 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.BIFf4tXV_T51nE.jpeg"/><category>Work</category></item><item><title>MTA Map</title><link>https://zeh.dev/work/mta-map/</link><guid isPermaLink="true">https://zeh.dev/work/mta-map/</guid><description>&lt;h2 id=&quot;new-web-version-of-the-iconic-subway-map&quot;&gt;New web version of the iconic subway map&lt;/h2&gt;
&lt;p&gt;Annually, Work &amp;#x26; Co performs an internal survey to identify projects and clients the company’s employees want
to work on. MTA has always rated high up in that survey, and after some insistence, we were lucky enough to
strike a partnership with MTA and their design firm to then develop a new version of their famous online map,
pro-bono.&lt;/p&gt;
&lt;p&gt;Under the geometry-rich leadership of Robert Penner, Work &amp;#x26; Co developed a beautiful, data-rich new map that
not only attempted to be more useful than ever, but also to settle long-disputed design questions between
Vignelli’s and Hertz’ version of the iconic subway map.&lt;/p&gt;
&lt;p&gt;While it was done for free, this was a long project. Its development took over a year, with a full team and a
wonderful client that was fully invested in improving the user experience of the existing map. My own
contributions were in helping optimize some data transformation performance, increase visual fidelity, and
reduce overall memory usage.&lt;/p&gt;
&lt;p&gt;Still, given its significance, it’s a project I’m most proud of having helped bring to life. I’m also
excited to see where it is taken to after the beta phase ends.&lt;/p&gt;</description><pubDate>Mon, 16 Nov 2020 18:21:26 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.Cu3nTYfc_ZEJAja.jpeg"/><category>Work</category></item><item><title>Random Art Generator</title><link>https://zeh.dev/work/random-art-generator/</link><guid isPermaLink="true">https://zeh.dev/work/random-art-generator/</guid><description>&lt;h2 id=&quot;command-line-application-to-produce-generative-art&quot;&gt;Command-line application to produce generative art&lt;/h2&gt;
&lt;p&gt;As an attempt to create a tool for generating seemingly abstract art from photographs, and also as an
excuse to learn the Rust language, I decided to create a command-line based application that takes
an input “target” image and attempts to recreate it solely with randomly placed image elements such
as squares and circles, using a technique known as &lt;a href=&quot;https://en.wikipedia.org/wiki/Hill_climbing&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;hill climbing&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The result is Random Art Generator, or RAG, a Rust-based, low-dependency command line application that
takes a rich number of input parameters and creates an image according to those.&lt;/p&gt;
&lt;p&gt;This was a fun, open-source personal project with no serious purpose, but it worked very well as an introduction
to the language, and to scratch the itch I’ve had of creating this tool for a while. As such, I’m
still evolving it by adding more features and improving on the code when I can, at the same time posting some
creations online at &lt;a href=&quot;https://www.instagram.com/zehcodes&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Instagram&lt;/a&gt; and &lt;a href=&quot;https://twitter.com/search?q=(from%3Azeh)%20filter%3Alinks%20generations&amp;#x26;src=typed_query&amp;#x26;f=live&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Twitter&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;It also made me really fall in love with Rust. I expect to be using it for a while, even if only in personal projects.&lt;/p&gt;</description><pubDate>Mon, 16 Nov 2020 18:21:26 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.BB2rsY_p_Z1SuVzR.jpeg"/><category>Work</category></item><item><title>Daily Harvest</title><link>https://zeh.dev/work/daily-harvest/</link><guid isPermaLink="true">https://zeh.dev/work/daily-harvest/</guid><description>&lt;h2 id=&quot;app-for-food-subscription-service&quot;&gt;App for food subscription service&lt;/h2&gt;
&lt;p&gt;Daily Harvest is a company serving sustainably sourced, healthy, easy-to-prepare
food as a subscription-based service.&lt;/p&gt;
&lt;p&gt;While they already had a pretty sleek mobile app for Android and iOS (created by
Per Kreipke using React Native and Expo), they approached Work &amp;#x26; Co to help them
get it to the next level. We collaborated extensively with their design,
marketing, and engineering teams by updating its design, implementing new
functionality, and optimizing the performance of what was already in place.&lt;/p&gt;
&lt;p&gt;In that sense, that was an uncommon project for Work &amp;#x26; Co: rather than create a
new application from the ground up, the role of developers was more to revamp
and refactor existing parts of the current application and make the overall
experience better. We had some pretty unique challenges to solve for animation,
performance and user interface (scrollviews within scrollviews within
scrollviews!), and I believe we solved them well.&lt;/p&gt;</description><pubDate>Fri, 29 Apr 2022 17:57:07 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.DYbVpLLl_csKA2.jpeg"/><category>Work</category></item><item><title>Fortnite Installer</title><link>https://zeh.dev/work/fortnite-installer/</link><guid isPermaLink="true">https://zeh.dev/work/fortnite-installer/</guid><description>&lt;h2 id=&quot;mobile-installer-for-the-android-version-of-fortnite&quot;&gt;Mobile installer for the Android version of Fortnite&lt;/h2&gt;
&lt;p&gt;As part of the retainer work Work &amp;#x26; Co has been doing for Epic Games, we were
tasked with helping them get an Android application ready to serve as an installer
for their hit Battle Royale game, Fortnite. This was a unique opportunity: being
part of a talented team, and helping create an application that would be used
by millions of people across the globe.&lt;/p&gt;
&lt;p&gt;As an embedded part of their team, Work &amp;#x26; Co’s role was mostly focused on designing
and implementing the user interface for the app. The UI uses modern web technology
(React, Redux, etc.), and is loaded from a server by a native Android application
through a webview.&lt;/p&gt;
&lt;p&gt;My role in this project was mixed. As part of the Work &amp;#x26; Co team, I had to help
oversee some of the managerial aspects of the project, as well as actually implement
some features. I ended up helping both on the native side, implementing some native
Android features and fixing bugs using Java, as well as on the user interface
side, working on the web UI that is seen by the users in JavaScript.&lt;/p&gt;
&lt;p&gt;With a team of dozens working on both the native application and the web UI, my
contributions to the project were relatively focused. Still, it was a project I’m
proud of having helped bring to life. It’s not always that you get to create
something that is seen by 16 million people (as of December 2018).&lt;/p&gt;
&lt;p&gt;Also interestingly, this installer was always meant to live on: despite starting
as an exclusive Fortnite installer, it later morphed into
&lt;a href=&quot;https://twitter.com/FortniteGame/status/1187398342566993921&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Epic Games’ official game installer&lt;/a&gt;.&lt;/p&gt;</description><pubDate>Sat, 14 Sep 2019 23:19:44 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.Bo13g3RV_1364m2.jpeg"/><category>Work</category></item><item><title>Work&amp;Co Posters</title><link>https://zeh.dev/work/workco-posters-5-years/</link><guid isPermaLink="true">https://zeh.dev/work/workco-posters-5-years/</guid><description>&lt;h2 id=&quot;code-driven-posters-to-celebrate-work--cos-5th-anniversary&quot;&gt;Code-driven posters to celebrate Work &amp;#x26; Co’s 5th anniversary&lt;/h2&gt;
&lt;p&gt;To celebrate Work &amp;#x26; Co’s 5-year anniversary, Spanish design studio &lt;a href=&quot;http://heystudio.es/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Hey Studio&lt;/a&gt;
was tasked with creating minimalist, modern posters for the occasion. These
posters were printed and distributed around the company.&lt;/p&gt;
&lt;p&gt;To expand on the celebratory nature of the occasion, and to symbolize the balance
between design and technology that are pillars of Work &amp;#x26; Co’s work, we decided
to create pure programmatic versions of the posters.&lt;/p&gt;
&lt;p&gt;The result is three designs programmatically recreated in JavaScript using no
external assets or resources. All graphics and animations are code driven, and
perfectly replicate the original poster designs.&lt;/p&gt;
&lt;p&gt;Originally, the intention was to have anyone “extend” the code provided, tweaking
its elements and adding their own twists to the code. To get everyone from programmers
to designers to product managers involved, the project was built in a way that
uses no external dependencies and has no build workflow. It doesn’t use webpack,
Babel, Grunt, Gulp, or any of the tools normally used in modern JavaScript development.&lt;/p&gt;
&lt;p&gt;This means that files can be edited in any text editor, and reloaded in the browser
without the need for specialized tools, any complicated setup, or the use of the
command line. In other words, it’s much easier to play around with it.&lt;/p&gt;
&lt;p&gt;Unfortunately, in the end, the programmatic posters were not publicly used. But
the code remains and, overall, it is still a project I’m proud of.&lt;/p&gt;</description><pubDate>Sat, 22 Sep 2018 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.D0EL3NV6_Z5KAFp.jpeg"/><category>Work</category></item><item><title>Philz Coffee</title><link>https://zeh.dev/work/philz-coffee/</link><guid isPermaLink="true">https://zeh.dev/work/philz-coffee/</guid><description>&lt;h2 id=&quot;order-ahead-system-for-a-beloved-coffee-brand&quot;&gt;Order-ahead system for a beloved coffee brand&lt;/h2&gt;
&lt;p&gt;When beloved West Coast coffee brand Philz Coffee wanted a partner to help them
design and develop their “order ahead” mobile apps, Work &amp;#x26; Co was the chosen
company to get the project and I was lucky enough to be one of the developers
involved, leading development of the client apps.&lt;/p&gt;
&lt;p&gt;What started as a simple MVP candidate turned into a nearly one year commitment,
with a lot of research and polishing involved in creating a beautiful, yet performant
application that manages to awe and never compromise. To keep the application
consistent across Android and iOS, and guarantee near-immediate release on both
platforms, we ended up basing the whole application in React Native, a somewhat
new platform for us.&lt;/p&gt;
&lt;p&gt;While I had React and some React Native experience, this was also a project
of many firsts for me. For one thing, it was the first time I had to focus on
actual native iOS development (using Objective-C), since we had many components
that required a native counterpart to be built or linked.&lt;/p&gt;
&lt;p&gt;It was also the first project where I seriously dived into GraphQL, as it was our chosen
API architecture. We first created an initial GraphQL schema based on our design’s
business requirements, as well as a mock server as a proof of concept, and then
handed off the responsibilities of creating the production server to a third-party
chosen by the client (Lohika). This worked very well to ensure that the platform met
our expectations.&lt;/p&gt;
&lt;p&gt;On a less technical note, with a size varying between 2-5 developers at different times,
it was also the biggest frontend team I’ve led and helped manage until that date. This
team ended up setting the foundation for Philz’ own new engineering department, as we
helped recruit and train new engineers that took over the project from Work &amp;#x26; Co’s hands.&lt;/p&gt;
&lt;p&gt;And finally, this was also my first project to ever be featured during a WWDC
keynote, when Apple used Philz as an example of how a new iOS feature (Siri shortcuts)
would work. I wasn’t directly involved with any of the material used in the presentation,
but it still was a proud moment to see an application you helped develop in front
of so many eyeballs.&lt;/p&gt;</description><pubDate>Mon, 12 Mar 2018 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.R-kp4tB3_1I7NyN.jpeg"/><category>Work</category></item><item><title>Security Planner</title><link>https://zeh.dev/work/security-planner/</link><guid isPermaLink="true">https://zeh.dev/work/security-planner/</guid><description>&lt;h2 id=&quot;confidential-online-safety-checking-tool&quot;&gt;Confidential online safety checking tool&lt;/h2&gt;
&lt;p&gt;Websites with a good cause are always a pleasure to work with. This one - a concerted
effort by Google’s Jigsaw and CitizenLab - aims to help non-expert visitors such
as journalists and activists identify their probable security vulnerabilities,
and recommends tools to help solve those problems.&lt;/p&gt;
&lt;p&gt;This very nicely illustrated and animated website was a lot of fun to create.
It did have its share of challenges, however. Those include a development and
testing schedule that saw the project put on hold twice (extending the development
time to more than two years), as well as a handoff of the source that guaranteed
the current version has little resemblance to the original designs. The latter
is not necessarily a bad thing: many fixes and improvements have been made to
the original project, and I applaud the version that went live.&lt;/p&gt;
&lt;p&gt;This was also a lesson on changing scope and increasing UX complexity during
development. After this project was over, I made a promise to myself: not to use
global CSS anymore (picking CSS modules instead), and no more JavaScript-based
React projects (TypeScript being the way to go).&lt;/p&gt;</description><pubDate>Mon, 18 Dec 2017 05:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.BLQb5mXm_ZhAYFx.jpeg"/><category>Work</category></item><item><title>Forward Majority</title><link>https://zeh.dev/work/forward-majority/</link><guid isPermaLink="true">https://zeh.dev/work/forward-majority/</guid><description>&lt;h2 id=&quot;website-for-a-democracy-defending-group&quot;&gt;Website for a democracy-defending group&lt;/h2&gt;
&lt;p&gt;In order to gain control of state chambers and combat gerrymandering at the national
level, prominent figures of the Democratic Party decided to start Forward Majority,
a movement to raise awareness of the problem and ask for help targeting specific
state legislature voting in the coming years.&lt;/p&gt;
&lt;p&gt;This was a pro-bono website project championed by Work &amp;#x26; Co in the wake of the
2016 election results. We worked with the Forward Majority team to come up with
a fast yet elegant design that successfully communicated the mission of the group.
The powerful yet clear design identity shows.&lt;/p&gt;
&lt;p&gt;The result was one of the fastest projects of my career: it took about a week
and a half from beginning of development to the day it was published. Yet, it
is a no-compromise project that is likely to be live for a while.&lt;/p&gt;</description><pubDate>Sat, 25 Mar 2017 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.1WsQL3u1_Z1sMmDI.jpeg"/><category>Work</category></item><item><title>Virgin America App</title><link>https://zeh.dev/work/vx-app/</link><guid isPermaLink="true">https://zeh.dev/work/vx-app/</guid><description>&lt;h2 id=&quot;virgin-americas-mobile-android-application&quot;&gt;Virgin America’s mobile Android application&lt;/h2&gt;
&lt;p&gt;Following on the work done for Virgin America’s new website, Work &amp;#x26; Co was tasked
with creating Virgin’s new mobile app for iOS and Android.&lt;/p&gt;
&lt;p&gt;The elegantly simple design was carried over from their site’s identity, and the
result was a straightforward native experience that uses the best of each of the
platform’s strengths.&lt;/p&gt;
&lt;p&gt;While still using the native user interface for all interactivity and rendering,
the app features a Lua-based internal middleware for most of the business logic.
This allowed us to keep behavior consistent across platforms, and minimize complex
code duplication efforts.&lt;/p&gt;
&lt;p&gt;One thing I learned with this project is that working with airline data is more
complicated than I initially imagined. User actions warrant more edge cases than
it would seem at first glance. Because of that, this project was a massive undertaking,
with about 8 software engineers working on it for most of its duration.&lt;/p&gt;
&lt;p&gt;My role as a developer on the Android team was writing a good chunk of the code
needed for the user interface, helping with the development and testing of the
Lua middle layer, and helping with testing and automated deployment.&lt;/p&gt;</description><pubDate>Sat, 09 Jul 2016 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.1ZPNMGJ__Zu3kN7.jpeg"/><category>Work</category></item><item><title>The Art of Patrón</title><link>https://zeh.dev/work/art-of-patron/</link><guid isPermaLink="true">https://zeh.dev/work/art-of-patron/</guid><description>&lt;h2 id=&quot;vr-experience-player-controller-and-recorder&quot;&gt;VR experience player, controller, and recorder&lt;/h2&gt;
&lt;p&gt;After working on &lt;a href=&quot;internal://work:dew-vr-skate&quot;&gt;Dew VR Skate&lt;/a&gt; and &lt;a href=&quot;internal://work:dew-vr-snow&quot;&gt;Dew VR Snow&lt;/a&gt;,
Firstborn was aiming high with their work on interactive 360” videos. When Patrón
approached the company for a VR experience of their own, the decision was made
to create a 360” experience that was a mix of drone-filmed 360” footage and computer-generated
graphics.&lt;/p&gt;
&lt;p&gt;The result was “The Art of Patrón”, an interactive visit of Patrón’s Mexico hacienda
through the eyes of the bee that represents the spirit of Patrón.
From a technical standpoint, we worked on top of the existing VR platform created
for previous projects. The difference in this case was that on top of creating
the application for an interactive installation, and exporting MilkVR-ready videos,
we also created an online, web-based player that would allow visitors to watch
a video in 360” mode.&lt;/p&gt;
&lt;p&gt;In that video player, they could use either their mouse to look around, or, when
using a mobile device, just move around to look at different angles as if they
were inside the experience (this last feature was implemented before YouTube had
a 360” video player of their own).&lt;/p&gt;
&lt;p&gt;The final experience was unveiled at Patrón’s own events in Los Angeles and New
York, in a very well put together installation that mimicked their own Hacienda.
A great client all around, too.&lt;/p&gt;</description><pubDate>Sun, 19 Mar 2017 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.C91yWDkX_2iO9kK.jpeg"/><category>Work</category></item><item><title>Dew VR Snow</title><link>https://zeh.dev/work/dew-vr-snow/</link><guid isPermaLink="true">https://zeh.dev/work/dew-vr-snow/</guid><description>&lt;h2 id=&quot;vr-experience-player-with-user-interaction-controller-and-recorder&quot;&gt;VR experience player with user interaction, controller, and recorder&lt;/h2&gt;
&lt;p&gt;Following on the success of &lt;a href=&quot;internal://work:dew-vr-skate&quot;&gt;Dew VR Skate&lt;/a&gt;, we wanted
to update the application for a new Snowboarding experience. After having created
the recorder component for that previous version, I was brought in as the lead
developer for this new project.&lt;/p&gt;
&lt;p&gt;The new version was further optimized for resolution and performance. It also
allowed for further control of the experience: by using a one-button wired controller,
visitors could slow down time and watch parts of the experience in slow motion.
It also allowed for rewinding, although that feature was disabled during live
performances in the Dew Tour (otherwise visitors could extend their experience
indefinitely).&lt;/p&gt;
&lt;p&gt;A big chunk of the work for this version was about coming up with better workflows
for video encoding, including to deploy it to Samsung’s new Milk VR platform.
This was accomplished with widespread use of FFmpeg.&lt;/p&gt;</description><pubDate>Sat, 12 Aug 2017 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.DSPVIm-A_Z1bNlEG.jpeg"/><category>Work</category></item><item><title>Kabeat Kabox</title><link>https://zeh.dev/work/kabeat-kabox/</link><guid isPermaLink="true">https://zeh.dev/work/kabeat-kabox/</guid><description>&lt;h2 id=&quot;mobile-audio-mixing-for-kids&quot;&gt;Mobile audio mixing for kids&lt;/h2&gt;
&lt;p&gt;Lunchables Kabeat Kabox allows kids to create personalized music tracks to share
with friends. They start by recording a short phrase or word, and then can tap,
swipe and slide to mix and match pre-loaded melodies and beats.&lt;/p&gt;
&lt;p&gt;This was a fun, interactive experience that allowed kids and adults alike to create
funny and inventive beats.&lt;/p&gt;
&lt;p&gt;This project was led by Dofl Yun in general, and Ali Jafaar on the Android side. My
role was one of support, implementing a performant animation for one of the modes
on Android, and making the application as a whole more stable.&lt;/p&gt;</description><pubDate>Sun, 12 Feb 2017 05:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.DGoAk2BN_Z1bEbee.jpeg"/><category>Work</category></item><item><title>Dew VR Skate</title><link>https://zeh.dev/work/dew-vr-skate/</link><guid isPermaLink="true">https://zeh.dev/work/dew-vr-skate/</guid><description>&lt;h2 id=&quot;vr-experience-recorder&quot;&gt;VR experience recorder&lt;/h2&gt;
&lt;p&gt;Firstborn created a 360” live-action video VR experience where famous skateboarders
were filmed skating through Las Vegas. Then, during the Brooklyn leg of Mountain
Dew’s “Dew Tour”, visitors were invited to experience it as a 2-minute VR ride
using the Oculus Rift DK1.&lt;/p&gt;
&lt;p&gt;During the ride, they were also filmed for 10 seconds and could later share that
experience as a split-screen YouTube video.&lt;/p&gt;
&lt;p&gt;With Anthony Tripaldi as a lead developer creating the actual VR application using
Cinder, my role was to develop a secondary application (also in Cinder) that would
run from a separate computer. This application recorded a camera feed, recomposed
it as a split-screen video showing the visitor’s in-VR point of view, and encoded
it so it could be uploaded to YouTube for sharing. It talked to the VR application
through the network (using OSC) so it would know when to start and stop the recording,
as well as the direction the visitor was looking at.&lt;/p&gt;
&lt;p&gt;This project was a great opportunity to get my C++ juices flowing again. I hadn’t
worked with the language in any serious way in many years, and was certainly excited
to see what Cinder was capable of. It did not disappoint.&lt;/p&gt;
&lt;p&gt;While I was not the lead developer in this project, I was very proud of my overall
role in it. I had brought my own Oculus Rift DK1 to the office months before,
and used it in numerous demos to the company and to clients. That culminated in
plenty of VR project ideas. I like to believe it is what got the concept of this
project started, as well as many other similar VR projects that Firstborn developed
since then.&lt;/p&gt;
&lt;p&gt;In the end, I also helped run Mountain Dew’s booth for Dew Tour in Brooklyn, and
demoed the experience to hundreds of people (most of them Skateboarding fans).
It was pretty refreshing seeing everyone’s vastly positive reactions to it.&lt;/p&gt;</description><pubDate>Sun, 19 Feb 2017 05:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.HAALaLIH_152V0C.jpeg"/><category>Work</category></item><item><title>Escape Drill</title><link>https://zeh.dev/work/escape-drill/</link><guid isPermaLink="true">https://zeh.dev/work/escape-drill/</guid><description>&lt;h2 id=&quot;weekend-game-project&quot;&gt;Weekend game project&lt;/h2&gt;
&lt;p&gt;The theme for &lt;a href=&quot;http://www.ludumdare.com/compo/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Ludum Dare&lt;/a&gt; #29 was “Beneath the Surface”,
and my entry for this 48 hour game jam Compo was a simple Unity game called “Escape
Enclosures Expeditiously” (in keeping with my alliteration name themes I’ve used in
previous Ludum Dares).&lt;/p&gt;
&lt;p&gt;In this game, the player must get to the end of an isometric level while avoiding
contact with enemy pieces. Movement is simple, and each enemy follows specific
rules, so it’s up to the player to identify the rules of each enemy type and maneuver
around them to get to the objective.&lt;/p&gt;
&lt;p&gt;Interestingly enough, however, my goal with this weekend project was not as much
to create a full game (although that would be fun!), but to extend the Unity editor
in a way that would allow me to create new game levels inside of it. For this,
I created custom mesh builders and editor tools which allowed me to extend a tiled
isometric grid, control the height of each grid cell, and paint them with different
tile types, each with different attributes (water, grass, colors, etc.).&lt;/p&gt;
&lt;p&gt;The end result was a simple yet fun game to play. I finished the 48 hour compo
with 3 levels; it was extended with 4 more and some ranking/high-score tracking
a day later for the post-compo version, and before it was published on game portal
websites like Kongregate. It was also renamed to “Escape Drill” then.&lt;/p&gt;
&lt;p&gt;This little project was an exhilarating experience and a great way to get deep
with Unity’s editor. It opened my eyes to its extensibility, and scratched an
itch that I’ve had for a long time.&lt;/p&gt;</description><pubDate>Thu, 08 Nov 2018 05:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.B1pBuGeE_uWGMQ.jpeg"/><category>Work</category></item><item><title>Pepsi Spire</title><link>https://zeh.dev/work/pepsi-spire/</link><guid isPermaLink="true">https://zeh.dev/work/pepsi-spire/</guid><description>&lt;h2 id=&quot;touch-screen-interface-for-pepsis-new-generation-of-soda-fountains&quot;&gt;Touch screen interface for Pepsi’s new generation of soda fountains&lt;/h2&gt;
&lt;p&gt;Oh boy, how do I even start describing this project. I suppose I should start
by stating this is one of my favorite projects of all time.&lt;/p&gt;
&lt;p&gt;Firstborn was asked to design and implement the graphical user interface for
Spire, Pepsi’s new generation of soda fountain machines. After a long period
of designing, prototyping, and user testing, we came up with a flexible family
of interfaces that served two different form factors for their soda machines:
Pepsi Spire 2.0 (a small size, up to 12 brand soda fountain), and Pepsi Spire
5.0 (a large-size, up to 16 brands version).&lt;/p&gt;
&lt;p&gt;The HD screen rendered our continuously animated user interface in its full glory.
Firstborn’s superb motion design and the device’s clean yet delightful interface
produced a stunning product.&lt;/p&gt;
&lt;p&gt;I am very proud to have been the lead developer on Spire’s front end. Bringing
this project to life was no easy task. We worked under many constraints, trying
to get the best performance out of the small form-factor Intel NUC used internally.&lt;/p&gt;
&lt;p&gt;This project was implemented in Flash, decidedly the best platform for the job
at the time. However, the usual Flash display list was circumvented almost completely
in favor of using GPU-accelerated graphics rendering. A lot of time was spent
on optimizing texture memory use and draw calls. The result is an interface implementation
that has more in common with OpenGL/DirectX graphics than with the typical Flash
application.&lt;/p&gt;
&lt;p&gt;This is, by far, the code I spent the most time profiling and optimizing. From
debugging frame rendering using Intel DirectX tools, to measuring resources and
memory use for up to 40 days (my target uptime), it offered many unusual challenges
that were only matched by the satisfaction of accomplishing them.&lt;/p&gt;
&lt;p&gt;This was also the first time I worked in something I could call a real product.
Iterating, testing, and making it better was a pleasant, refreshing experience
that made me realize how awesome it could be to make something that people use
every day better and better.&lt;/p&gt;</description><pubDate>Sat, 04 Mar 2017 05:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.DiDGDilC_Z1aTtuK.jpeg"/><category>Work</category></item><item><title>Pop The Bubbles</title><link>https://zeh.dev/work/pop-the-bubbles/</link><guid isPermaLink="true">https://zeh.dev/work/pop-the-bubbles/</guid><description>&lt;h2 id=&quot;interactive-vending-machine-game&quot;&gt;Interactive vending machine game&lt;/h2&gt;
&lt;p&gt;Along with &lt;a href=&quot;internal://work:pepsi-spire&quot;&gt;their fountain machines&lt;/a&gt;, Pepsi also
commissioned Firstborn to create the touch screen interface for their new touch-screen
bottle vending system, dubbed Pepsi Interactive Vending.&lt;/p&gt;
&lt;p&gt;Lee Felarca led the project that implemented a complex beverage vending UI that
supported many additional features such as multimedia campaigns, remote beverage
gift-giving, and its own executable platform.&lt;/p&gt;
&lt;p&gt;One of such executables created for this machine was “Pop the Bubbles”, a quick
touch-screen game where consumers could either try to reach a certain score, or
try to win a free beverage.&lt;/p&gt;
&lt;p&gt;While simple in functionality, the game featured some complex effects to simulate
the bubbles and maintain the desired framerate. Many of the common game development
tricks - such as object pooling and ray casting - had to be used, ensuring this
was indeed a fun project to implement.&lt;/p&gt;
&lt;p&gt;The Pepsi Interactive Vending system was first tried out at Penn State University,
with plans to roll it out to other markets at a later time.&lt;/p&gt;</description><pubDate>Wed, 07 Sep 2016 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.DaBgM5Gd_VsXOU.jpeg"/><category>Work</category></item><item><title>2001: A Space Oculus</title><link>https://zeh.dev/work/2001-a-space-oculus/</link><guid isPermaLink="true">https://zeh.dev/work/2001-a-space-oculus/</guid><description>&lt;h2 id=&quot;weekend-game-project&quot;&gt;Weekend game project&lt;/h2&gt;
&lt;p&gt;Once in a while, I take part in a game jam called &lt;a href=&quot;http://www.ludumdare.com/compo/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Ludum Dare&lt;/a&gt;.
In this friendly competition, developers all over the world spend a (frantic) weekend
coming up with a game from scratch based on a mystery theme that gets announced
the day before the jam starts.&lt;/p&gt;
&lt;p&gt;The theme for Ludum Dare #26 was “Minimalism”. As I wanted to create a real-time
VR experience for the (then) newly released Oculus Rift, I decided to re-create a
scene of the movie “2001: A Space Odyssey”; more precisely, the scene where astronaut
David Bowman (the protagonist) has to rescue Dr. Frank Poole by maneuvering in space,
outside of their spaceship (in other words, what happens right before the famous “I’m
sorry Dave, I’m afraid I can’t do that” scene). I reasoned that a solo experience in
space was “minimalist” enough for the theme.&lt;/p&gt;
&lt;p&gt;The result is an experience called “2001: A Space Oculus”. In this “game”, you have to
rescue an astronaut that has been floating in space (represented by a ragdoll model) by
taking him to the front of the spaceship using your pod’s claws.&lt;/p&gt;
&lt;p&gt;Other than creating a real-time VR experience, I had several additional goals with this
project: to experiment with Unity’s new VR support, with its physics features, and to
create a simulator based on difficult controls (&lt;a href=&quot;https://en.wikipedia.org/wiki/QWOP&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;QWOP&lt;/a&gt;-style).
As such, I ended up using third-party models based on the movie (with some small
modifications) rather than creating my own, so I could focus on these aspects of the game.&lt;/p&gt;
&lt;p&gt;The end result, to be fair, is not much of a game; it’s more a challenge of one’s patience
than anything else.&lt;/p&gt;
&lt;p&gt;Still, this was again a great learning experience, and hopefully more people will
enjoy floating around in space and simulating that scene from the movie. I was certainly
overjoyed. There are some things you can only experience with the Oculus Rift. For this reason,
a noclip/free mode is included in case one just wants to float in space and look at the ship.&lt;/p&gt;</description><pubDate>Fri, 23 Apr 2021 02:45:06 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.CUxZ3j_s_7qIE5.jpeg"/><category>Work</category></item><item><title>Lugr Log</title><link>https://zeh.dev/work/lugr-log/</link><guid isPermaLink="true">https://zeh.dev/work/lugr-log/</guid><description>&lt;h2 id=&quot;disposable-photo-app-for-firstborns-holiday-party&quot;&gt;Disposable photo app for Firstborn’s holiday party&lt;/h2&gt;
&lt;p&gt;Firstborn celebrates their “holiday” party every year at Luger’s, a famous steakhouse
in Brooklyn. This is generally not just a reason to eat and be merry, but for
all to come up with something special that celebrates all things Firstborn.&lt;/p&gt;
&lt;p&gt;For Luger’s 2013 (celebrated in March), we created a “disposable” photo app
specially for the event: that is, an application that allowed users to take a limited
number of photos during the day, with very limited preview capabilities, and no
editing (or deleting!) possible.&lt;/p&gt;
&lt;p&gt;Since Luger’s day is an event that takes the whole day (and most of the night),
the app unlocked in the morning. Through the day, users were allowed to take a
maximum of 36 photos that were automatically uploaded to a server. Once all photos
were taken, the application “self-destructed” and became unusable.&lt;/p&gt;
&lt;p&gt;The next day, photos were “revealed” in real time in an online gallery, showing
up exactly 24 hours after they were taken. This allowed everyone to follow photos
of the event in the order it happened (for better or worse).&lt;/p&gt;
&lt;p&gt;This application was designed and built by the development team at Firstborn over
the span of about a week, and then tested for another week. It was available both
for iOS and Android, plus its web counterpart for the reveal gallery. My part
was creating the Android application.&lt;/p&gt;
&lt;p&gt;A very slightly revised version of the app was later used for Luger’s day 2014.&lt;/p&gt;</description><pubDate>Sat, 17 Mar 2018 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.XL0Sbgwr_25q05o.jpeg"/><category>Work</category></item><item><title>UNIQLO Pinstorming</title><link>https://zeh.dev/work/uniqlo-pinstorming/</link><guid isPermaLink="true">https://zeh.dev/work/uniqlo-pinstorming/</guid><description>&lt;h2 id=&quot;uniqlo-takes-over-pinterests-feed&quot;&gt;UNIQLO takes over Pinterest’s feed&lt;/h2&gt;
&lt;p&gt;To increase awareness for their brand new Dry Mesh collection in the western world,
UNIQLO wanted an online campaign of high impact and low budget. The briefing we
were given didn’t have lots of constraints, but using Pinterest was one of the
main requests.&lt;/p&gt;
&lt;p&gt;Our suggestion was to create a series of very high images and post them in rapid
succession on Pinterest, essentially taking over the image feed with Pinterest
billboard-like images.&lt;/p&gt;
&lt;p&gt;What followed was an intense period of research, not only to find out what was
the highest image height (or smallest aspect ratio) allowed by the site, but also
to figure the anti-spam mechanisms employed in the public category feeds.&lt;/p&gt;
&lt;p&gt;We had many doubts at the beginning of the project. The feasibility of the whole
concept was still an open question, and the plan was at constant risk of being
called off. However, after about two weeks of tests, with more than a hundred
accounts created and spreadsheets full of tests results, we knew it was possible
and how to achieve it.&lt;/p&gt;
&lt;p&gt;Doing automated posts was out of the question due to the way Pinterest’s session
login worked. Instead, we enlisted the help of several people from Firstborn.
Using an internal HTML site assembled especially to help with the post process,
we were able to coordinate “Pinstorming” sessions, where each person of our group
would perform a series of clicks to pin images to a specific category at the same
time.&lt;/p&gt;
&lt;p&gt;The process worked fantastically. We were able to storm all our target categories,
including the most popular ones (like Fashion). For a fleeting moment, visitors
to those categories would see the page taken over by UNIQLO’s creative vertical
billboards. And more than being simply spammy, the billboards were unique and
fun; our hope was that Pinterest users would be caught by surprise rather than
being annoyed. And responses to the campaign seem to have shown exactly that.&lt;/p&gt;
&lt;p&gt;On a personal level, this project was a great learning experience. For one thing,
because it showed that perseverance sometimes pays off, and sometimes it’s too
early to give up just because you don’t know whether something will work or not.
And for another, it also showed that sometimes efficacy in tech is not only about creating
something in a given programming language, but also some lateral thinking in how
to solve uncommon problems.&lt;/p&gt;</description><pubDate>Tue, 21 Feb 2017 05:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.DjcIobny_Z2cGGm9.jpeg"/><category>Work</category></item><item><title>Redken Style Station</title><link>https://zeh.dev/work/redken-style-station/</link><guid isPermaLink="true">https://zeh.dev/work/redken-style-station/</guid><description>&lt;h2 id=&quot;a-mobile-tool-for-hair-stylists&quot;&gt;A mobile tool for hair stylists&lt;/h2&gt;
&lt;p&gt;Redken Style Station was an application created to help hair stylists with their
daily work. It included several different tools such as timers, a lookbook, tutorials,
and a formula guide using Redken’s products.&lt;/p&gt;
&lt;p&gt;This was my first real Android application after spending a good number of years
dedicated to Adobe Flash. It was a challenge, but one that made me really start
liking the platform.&lt;/p&gt;
&lt;p&gt;The biggest feature in this application was the list of formulas. In it, hair
stylists had access to thousands of different formulas that they could apply to
their clients’ hair. Each formula had a list of ingredients and steps needed to
be taken for its application.&lt;/p&gt;
&lt;p&gt;This section also presented the biggest challenge when developing the application.
Since each formula featured a unique hair color preview thumbnail, embedding all
the formula previews in the application would be unfeasible; about 2,000 formulas
were initially planned.&lt;/p&gt;
&lt;p&gt;Mathieu Badimon, the lead developer on the hair preview concept, solved this problem
by coming up with a system of different image layers that could be mixed to create
any hair color possible. Then, on the mobile side, we would use these 3 separate
layers and recompose them according to specific rules to create the final preview
image in real time. A live Photoshop of sorts.&lt;/p&gt;
&lt;p&gt;On the Android side, this was solved by writing C code to recreate the formula
preview images as fast as possible. Going back to C was interesting after not
having used it for more than a decade, but also very satisfying when done: the
needed image processing was 10 times faster in it than it was when done on the
Java side. (This application supported Android 2.2, and RenderScript wasn’t available
back then.)&lt;/p&gt;
&lt;p&gt;The application also employed a clever update system: most of its data is stored
in standalone XML files. Then, once in a while, the application checks for updated
files from a server, downloading and installing them if needed. That way, the
data is kept up-to-date, without the need for a constant internet connection.&lt;/p&gt;
&lt;p&gt;This is also true of the formula list: in the original plan, the application
would have up to 2,000 formulas listed. It currently features 12,000 formulas,
all updated without the need for an updated version of the app.&lt;/p&gt;</description><pubDate>Sun, 05 Mar 2017 05:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.BjihbzCg_1ntTGE.jpeg"/><category>Work</category></item><item><title>Kana Mind</title><link>https://zeh.dev/work/kana-mind/</link><guid isPermaLink="true">https://zeh.dev/work/kana-mind/</guid><description>&lt;h2 id=&quot;an-app-to-help-japanese-learning&quot;&gt;An app to help Japanese learning&lt;/h2&gt;
&lt;p&gt;I always had a desire to learn Japanese, mostly due to the influence of the
community I grew up in. Brazil has a huge Japanese immigrant community, and I
spent some years in a city that received a big influx of Japanese immigrants. I
had been learning the language on and off for a while, but making progress was
always a struggle: whatever mastery I gained over the two basic alphabets - the
Katakana and the Hiragana - faded after a while without regular practice.&lt;/p&gt;
&lt;p&gt;That’s when I had the idea of creating a piece of software that could serve not
only as a teaching aid, but also as a knowledge-reinforcement tool: an
application that would teach symbol pairs by introducing them one by one over
time, reinforcing them as needed, and testing memory retention with clever
algorithms based on actual research into learning and repetition.&lt;/p&gt;
&lt;p&gt;It was an idea I’d kept around for years, so when I wanted to learn how to use
Adobe AIR to build a mobile application, the concept was the perfect excuse. And
thus Kana Mind was born.&lt;/p&gt;
&lt;p&gt;There are many games that test your Kana knowledge by matching each symbol to
its romaji equivalent: memory games, flash-card-style games, dictionary games,
and the like. However, none of them seem as serious about teaching, testing, and
reinforcing memorization, nor as focused on the task of memorizing Kana, as I
believe Kana Mind is.&lt;/p&gt;
&lt;p&gt;As an experiment, it was a success. Released as a 100% free app for both Android
and iOS, it’s no massive download hit, but reviews are overwhelmingly positive,
especially in regard to the teaching algorithm. Not bad for something that never
had any real marketing effort put behind it.&lt;/p&gt;</description><pubDate>Sat, 03 Feb 2018 05:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.CxeDjExy_ZC0qep.jpeg"/><category>Work</category></item><item><title>Sobe Staring Contest</title><link>https://zeh.dev/work/sobe-staring-contest/</link><guid isPermaLink="true">https://zeh.dev/work/sobe-staring-contest/</guid><description>&lt;h2 id=&quot;a-webcam-and-computer-vision-driven-staring-contest-with-kate-upton&quot;&gt;A webcam and computer vision-driven staring contest with Kate Upton&lt;/h2&gt;
&lt;p&gt;Sobe’s &lt;a href=&quot;https://work.firstborn.com/work/220/sobe-try-everything&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Try Everything&lt;/a&gt;
campaign was about trying different things. Their website featured several different
experiences that followed this principle. To me, this was the biggest one.&lt;/p&gt;
&lt;p&gt;In the “Staring Contest”, Sobe’s model Kate Upton invited visitors to play against
her on a staring contest. Targeting a young male audience, the objective of the
game was to stare into the model’s eyes without deviating your gaze into other
parts of the screen.&lt;/p&gt;
&lt;p&gt;On the technology side, this started as a big challenge: we wanted to create
a game that tracked the visitor’s eyes (using a webcam) to detect whether they
were staring at the model. We started the project not knowing whether it was going
to be possible, and if so, how effective it would be.&lt;/p&gt;
&lt;p&gt;It all worked out in the end, however. First, the final solution used a third-party
face detection library to detect the user’s face in their webcam feed at 30 frames
per second. From there, it created a black-and-white mask of their eyes, measuring
the amount of dark along a vertical axis in each eye. Using calibration settings
detected previously by clever positioning of buttons on the screen - users had to
click buttons on the top and bottom of the screen, thus mapping the detection
mechanism to their light conditions and eye features - we ended up with remarkably
accurate values for the gaze’s vertical axis.&lt;/p&gt;
&lt;p&gt;The solution wasn’t perfect, as very dark light conditions and accessories such
as glasses could impact the accuracy of the detection. Sometimes, users would
also fail to realize having their eyes covered by hats or hair was detrimental
to the experience. Still, the result worked surprisingly well, all things considered.&lt;/p&gt;
&lt;p&gt;As a bonus/surprise feature for webcam users, cutscenes throughout the experience
would show their own video feed mapped into the “challenger laptop” used in the
staring contest. This was something that never failed to catch visitors off-guard,
and, from my knowledge, one of the first times this was done in Flash (in our
case, with the mapping of the webcam feed to coordinates pre-defined for every
frame of the video). This technique became pretty popular in the months that followed.&lt;/p&gt;
&lt;p&gt;For visitors without a webcam, a mouse version of the game was also available.
It was equally fun to play.&lt;/p&gt;
&lt;p&gt;This was probably one of the most successful online experiences I’ve ever created
in terms of engagement metrics and online publicity generated.&lt;/p&gt;</description><pubDate>Sun, 27 Aug 2017 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.CqJC1QX-_FQ0j1.jpeg"/><category>Work</category></item><item><title>Try Kissing the Office Hottie</title><link>https://zeh.dev/work/sobe-office-hottie/</link><guid isPermaLink="true">https://zeh.dev/work/sobe-office-hottie/</guid><description>&lt;h2 id=&quot;a-funny-camera-driven-experience&quot;&gt;A funny camera-driven experience&lt;/h2&gt;
&lt;p&gt;This was another micro-site for Sobe’s &lt;a href=&quot;https://work.firstborn.com/work/220/sobe-try-everything&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Try Everything&lt;/a&gt;
campaign, similar in its approach to the &lt;a href=&quot;internal://work:sobe-staring-contest&quot;&gt;Staring Contest&lt;/a&gt;
but smaller in scope. It was created in about a week, something that still amazes
me to this day.&lt;/p&gt;
&lt;p&gt;This was a quick, linear experience anchored on Sobe’s then current campaign based
on quirky humor. In it, visitors could pick one of two “office hotties” to interactively
kiss.&lt;/p&gt;
&lt;p&gt;The playful aspect of this experience was on how this played out: we asked visitors
to “kiss the camera”, and detected (by measuring the camera’s input brightness)
whether they had done so.&lt;/p&gt;
&lt;p&gt;In case of success, the conclusion of the experience was seeing their designated
“hottie” turning into Sobe’s signature lizard and walking away.&lt;/p&gt;
&lt;p&gt;A simple experience, and of tricky sensibilities. But, as expected of Sobe, one
that surprised visitors in its unconventional interaction expectations.&lt;/p&gt;</description><pubDate>Sat, 14 Oct 2017 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.Ckt_GNrg_1wVnSr.jpeg"/><category>Work</category></item><item><title>AT&amp;T Mobile Barcodes</title><link>https://zeh.dev/work/att-mobile-barcodes/</link><guid isPermaLink="true">https://zeh.dev/work/att-mobile-barcodes/</guid><description>&lt;h2 id=&quot;video-based-experience-for-a-barcode-system&quot;&gt;Video-based experience for a barcode system&lt;/h2&gt;
&lt;p&gt;Before 2D barcodes/QR codes were too out of fashion for the general public, AT&amp;#x26;T
created a new URL barcode system with marketing features: it redirected to an
internal service first (to gather analytics) before redirecting to the final destination,
very similarly to how link shorteners work today.&lt;/p&gt;
&lt;p&gt;To sell the idea of their own format and their own mobile application, they decided
to create a campaign based on several video vignettes showing how barcodes should
be used to help customers, the advantages of their system, and a little tutorial
on how to use it.&lt;/p&gt;
&lt;p&gt;The website itself worked like a long, interactive video experience. It augmented
the educational aspect of the video content by allowing users to navigate back
and forth between each video segment, offering little cues and links when appropriate.&lt;/p&gt;
&lt;p&gt;At a time when video streaming and free seeking was a pipe dream, this website’s
implementation surprised many by making it effortlessly easy to navigate through
the video experience, and learn about barcodes.&lt;/p&gt;
&lt;p&gt;While I’m pretty proud of the technical work involved in getting this site done,
it’s interesting to notice that just a few years later, almost everything about
this website is outdated. An experience like this can now easily be implemented
with some embedded YouTube videos, Flash itself is not even a thing anymore (even
for interactive video content), and 2D barcodes, well… &lt;a href=&quot;http://picturesofpeoplescanningqrcodes.tumblr.com/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;they were never exactly
popular&lt;/a&gt;.&lt;/p&gt;</description><pubDate>Wed, 14 Mar 2018 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.BIEfkQjt_1SzTMU.jpeg"/><category>Work</category></item><item><title>Expedition Titanic</title><link>https://zeh.dev/work/expedition-titanic/</link><guid isPermaLink="true">https://zeh.dev/work/expedition-titanic/</guid><description>&lt;h2 id=&quot;online-journal-for-a-new-titanic-expedition&quot;&gt;Online journal for a new Titanic expedition&lt;/h2&gt;
&lt;p&gt;To advertise a new expedition to the Titanic shipwreck, RMS Titanic Inc wanted
to have an online, semi-live account of the expedition’s efforts to document the
current state of the wreck and the environment around it. The resulting website
worked both as an explanation of the project - with photos, maps, 3D renderings,
and videos - and as a journal of its results via multiple constantly updated media
feeds, a novelty at the time. It was, in my opinion, a unique storytelling experience
that used the medium at its best.&lt;/p&gt;
&lt;p&gt;Implementation wise, the website was made of an interesting mix of motion graphics,
unique interaction metaphors, text, and media galleries. I am particularly fond
of the main page scrolling: it doubles as a metaphor for diving deeper and deeper,
until the visitor gets to the actual shipwreck information at the very bottom
of the page. Small tidbits like that, or the semi-realistic water physics simulation
used in the home page, were also super fun to code.&lt;/p&gt;
&lt;p&gt;This was a fun project, not just because of the beautiful content and UI, but
because of the mission. It triggered a brief mini-obsession with the Titanic in
me that didn’t subside until I bought a Titanic replica for my desk and read a
couple of books on the subject.&lt;/p&gt;
&lt;p&gt;Interestingly, while this was built in Flash, this is a website that would work
wonderfully using today’s (HTML5) technology.&lt;/p&gt;</description><pubDate>Sun, 07 Jan 2018 05:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.BuLHpCAH_Mkcln.jpeg"/><category>Work</category></item><item><title>5 React</title><link>https://zeh.dev/work/5-react/</link><guid isPermaLink="true">https://zeh.dev/work/5-react/</guid><description>&lt;h2 id=&quot;a-personalized-sensory-experience&quot;&gt;A personalized sensory experience&lt;/h2&gt;
&lt;p&gt;To announce “5 React”, their new gum flavor, 5 Gum chose to create an interactive,
sci-fi-esque experience that aimed to “activate your senses”.&lt;/p&gt;
&lt;p&gt;Firstborn came up with a solution that was very novel at the time: an interactive
experience that would connect to the visitor’s Facebook profile, and use their
pictures inside the experience in unexpected ways.&lt;/p&gt;
&lt;p&gt;This translated into a 3D video sequence where visitors would see their photos
seemingly rendered into the video, having their profile “analyzed” and ultimately
chosen to be part of their campaign. They could then sign up to receive one of
the 100,000 samples of 5 React that the brand would be sending to fans.&lt;/p&gt;
&lt;p&gt;This was an amazing learning experience on exploiting the use of video metadata
and plane projection in Flash. While proper syncing was an issue - some computers
could be 1 or 2 frames out of sync during animation sequences, resulting in a
less-than-perfect projection - the result surprised everyone who experienced it.&lt;/p&gt;
&lt;p&gt;The campaign itself was also a success, with a tremendous amount of publicity
buzz. Seeing people freaking out in social media in response to seeing their photos
in the video was especially rewarding. In the end, the client had to shut down
free gum distribution ahead of schedule: 100,000 packs of gum were not enough
for the amount of interest the campaign created.&lt;/p&gt;
&lt;p&gt;The website also featured a post-experience interactive music visualization creation
tool created by Evolution Bureau.&lt;/p&gt;</description><pubDate>Sat, 14 Oct 2017 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.DSclOBkX_2uXIy4.jpeg"/><category>Work</category></item><item><title>Share The Rainbow</title><link>https://zeh.dev/work/share-the-rainbow/</link><guid isPermaLink="true">https://zeh.dev/work/share-the-rainbow/</guid><description>&lt;h2 id=&quot;a-shared-experience-for-skittles-fans&quot;&gt;A shared experience for Skittles fans&lt;/h2&gt;
&lt;p&gt;For Skittles’ new “Experience the Rainbow” campaign (led by Big Spaceship), Firstborn created a new microsite
entitled “Share the Rainbow”. This was a shared experience where visitors were invited to record “Sharing” and
“Tasting” videos, and then mash those together to create funny video sequences of Skittles being sent over the
screen (“sharing”) and being received on a separate video (“tasting”). Everything was done by using YouTube’s
(then) somewhat novel XML API through a custom Flash client library.&lt;/p&gt;
&lt;p&gt;This was well in line with Skittles’ unorthodox approach for online advertising: a playful take on sharing,
something that still was starting to become part of the online, social media parlance.&lt;/p&gt;
&lt;p&gt;Ultimately, the website failed to gather much traction; it didn’t go “viral” as expected. Still, I think it’s a
great example of amusing design, witty copywriting, and crafty development.&lt;/p&gt;</description><pubDate>Sun, 15 Sep 2019 21:47:14 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.4aEYMtjT_Ztd0XA.jpeg"/><category>Work</category></item><item><title>Aflac Redesign</title><link>https://zeh.dev/work/aflac-redesign/</link><guid isPermaLink="true">https://zeh.dev/work/aflac-redesign/</guid><description>&lt;h2 id=&quot;interactive-content-for-a-corporate-website&quot;&gt;Interactive content for a corporate website&lt;/h2&gt;
&lt;p&gt;When Aflac decided to redesign their corporate and consumer website, Firstborn had the responsibility of
not only creating a new design, but also of coming up with numerous 3d-rendered animated experiences using
their well known duck.&lt;/p&gt;
&lt;p&gt;The result is a playful yet informative website that communicates Aflac’s mission and advantages in a
positive way, using “Aflacts” to educate employers and employees alike about the advantages of using Aflac.&lt;/p&gt;
&lt;p&gt;Many of these “Aflacts” were interactive in unique ways. Using clicking or dragging, visitors could
personally control the experience, thus directing their own learning experience.&lt;/p&gt;
&lt;p&gt;In addition to the “Aflacts”, custom content for this redesign also included many richly designed interactive
experiences meant to educate visitors in a playful manner. Animated savings calculators, video-based
testimonial experiences, a feature-rich navigation menu, and other experiences were featured in the new website.&lt;/p&gt;</description><pubDate>Tue, 22 Oct 2019 02:26:33 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.DgApkG1L_Z1kWKj0.jpeg"/><category>Work</category></item><item><title>Fnk</title><link>https://zeh.dev/work/fnk/</link><guid isPermaLink="true">https://zeh.dev/work/fnk/</guid><description>&lt;h2 id=&quot;visual-programming-environment&quot;&gt;Visual programming environment&lt;/h2&gt;
&lt;p&gt;Fnk was a visual programming environment using a dataflow approach for the analysis, processing and synthesis of image, sound and other data in real-time. It aimed to be an easy and fun way to create multimedia experiences on a browser, or as a standalone desktop application.&lt;/p&gt;
&lt;p&gt;Fnk was created as part of the graduation thesis for my Digital Interface Design bachelor degree at Senac São Paulo. In practice, it was a node-based visual representation of a functional language: within the Fnk environment, instead of writing code, one would connect nodes to perform live data transformations, and see the results flowing in real time.&lt;/p&gt;
&lt;p&gt;Also importantly, in Fnk there was no difference between run-time and design-time: data flows constantly, even while the nodes are being assembled. This invites experimentation, and, I believe, makes the process of development fun.&lt;/p&gt;
&lt;p&gt;Many of the concepts used by Fnk are inspired in other environments such as Max/Jitter, Pure Data, and vvvv. At the time, bringing those to the web was pretty novel; today, several similar such platforms exist, and node-based editors are much more common as “scripting” layers for existing platforms than they used to be.&lt;/p&gt;
&lt;p&gt;The project didn’t last very long: the technology used (Adobe AIR) got somewhat outdated fast, I didn’t have time to expand its standard library of built-in nodes, nor to add many features that I had planned.&lt;/p&gt;
&lt;p&gt;Still, this was an amazing project to create. It was one of the most creatively rewarding and fun projects I’ve ever worked on, and today, more than a decade later, I’m still in awe of the results.&lt;/p&gt;</description><pubDate>Sat, 14 May 2022 17:31:54 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.DmUodf79_Z92n9v.jpeg"/><category>Work</category></item><item><title>Sunnyville (Welcome Back Spring)</title><link>https://zeh.dev/work/sunnyville/</link><guid isPermaLink="true">https://zeh.dev/work/sunnyville/</guid><description>&lt;h2 id=&quot;campaign-website-for-sales-of-home-improvement-goods&quot;&gt;Campaign website for sales of home improvement goods&lt;/h2&gt;
&lt;p&gt;This rather large website, created for the “Welcome Back Spring” campaign for
home improvement stores Lowe’s, was assembled by a team of several developers
under the supervision of Francis Turmel.&lt;/p&gt;
&lt;p&gt;I created two of the mini-sites featured in this project. The first one was “Moe’s
Pattern Challenge”, a challenging yard grass mowing game. The second one was a
yard creator that allowed players to take care of a virtual yard and furnish it
with Lowe’s products, in a “The Sims”-style environment.&lt;/p&gt;</description><pubDate>Wed, 23 Aug 2017 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.CDRuXu2L_Z1uDlwL.jpeg"/><category>Work</category></item><item><title>Let Your Worries Go</title><link>https://zeh.dev/work/let-your-worries-go/</link><guid isPermaLink="true">https://zeh.dev/work/let-your-worries-go/</guid><description>&lt;h2 id=&quot;playful-online-insurance-campaign-website&quot;&gt;Playful online insurance campaign website&lt;/h2&gt;
&lt;p&gt;This was a website for Northwestern Mutual’s online “Let Your Worries Go” campaign.
Visitors could select a number of worries they want to get rid of, and how they
wanted to do so.&lt;/p&gt;
&lt;p&gt;It worked not only as a playful take on problems Northwestern Mutual can help
their customers with, but also as a voting tool: at the end of the campaign in
December 2008, the company donated 1 million dollars to causes that targeted the
worry picked by the majority of the website’s visitors.&lt;/p&gt;
&lt;p&gt;The ragdoll physics were fun to play with; your worries responded to mouse dragging
realistically, and it was amusing to just drag them around or to throw them away.&lt;/p&gt;
&lt;p&gt;This was the last Flash website I developed using ActionScript 2, as ActionScript
3 already had many performance and development benefits.&lt;/p&gt;</description><pubDate>Mon, 20 Feb 2017 05:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.D_5gt2o6_1cjaHu.jpeg"/><category>Work</category></item><item><title>Wild Turkey Bourbon</title><link>https://zeh.dev/work/wild-turkey-bourbon/</link><guid isPermaLink="true">https://zeh.dev/work/wild-turkey-bourbon/</guid><description>&lt;h2 id=&quot;website-for-a-traditional-american-bourbon-whiskey&quot;&gt;Website for a traditional American Bourbon Whiskey&lt;/h2&gt;
&lt;p&gt;My first work for Firstborn was a website for Wild Turkey Bourbon, a traditional
American Bourbon Whiskey brand. Despite the simplicity of the design, the website
was quite complex in behavior: “pages” were based off templates with their own
rules, and everything was dynamically editable through the (then) magic of XML.&lt;/p&gt;
&lt;p&gt;All transitions and slides were also fully animated, bringing some of the best
features that Flash could offer to a Web that was very much in transition.&lt;/p&gt;</description><pubDate>Wed, 23 Aug 2017 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.ClmsqBJA_AMowu.jpeg"/><category>Work</category></item><item><title>Absolut Ruby Red</title><link>https://zeh.dev/work/absolut-ruby-red/</link><guid isPermaLink="true">https://zeh.dev/work/absolut-ruby-red/</guid><description>&lt;h2 id=&quot;playful-personality-quiz-website&quot;&gt;Playful personality quiz website&lt;/h2&gt;
&lt;p&gt;Website for the Brazilian Ruby Red campaign for Absolut, starting a new marketing phase for the brand in Brazil.
The idea is both to introduce the grapefruit - largely unknown in Brazil - to a local audience, and to advertise Absolut’s
own grapefruit-flavored vodka, “Absolut Ruby Red”, using its own brand of surreal identity.&lt;/p&gt;
&lt;p&gt;That was accomplished with an overwhelmingly animated, sometimes even chaotic, website. In it, visitors are asked to answer
a personality quiz that questions their approach to everyday moral puzzles; then, based on the visitor’s answers, the website
slowly transforms itself to match. The visitor’s answers also help inform an ideal Absolut Ruby Red-based cocktail selection,
presented as a suggestion of a drink that perfectly matches the visitor’s personality. Visitors were also able to download
personalized artifacts such as wallpapers and ringtones.&lt;/p&gt;
&lt;p&gt;Finally, the website also features an option for visitors to invite their own friends to visit the experience and answer the quiz. The
twist here is that, in perfect Absolut’s playful fashion, their friend’s answers to the moral questions would be emailed back to the
user who invited them in the first place, exposing potentially embarrassing answers to the personality quiz.&lt;/p&gt;
&lt;p&gt;Answers to the personality quiz were also aggregated globally; visitors could check individual questions and see the percentage
each answer had been picked by other visitors.&lt;/p&gt;
&lt;p&gt;My role in this project, as in many projects at the time, was on everything that needed to be developed. That included the frontend
Flash UI (including implementing all the animations), as well as the backend (using PHP and MySQL) to send email invitations,
gather statistics, and create customized wallpapers on-the-fly.&lt;/p&gt;
&lt;p&gt;This website was published in Brazilian Portuguese, English, and Russian. This presented an interesting challenge. It’s common that I
have to edit fonts to adequate them to websites I developed; for example, when certain Latin accented characters (common in Brazilian
Portuguese) are missing from the original font. This was not different in this case. However, here, a lot of work was also done to
adapt different fonts to Cyrillic for the Russian version to work correctly, as a different font needed to have its weight, metrics
and slant changed to match our designs consistently across languages.&lt;/p&gt;</description><pubDate>Mon, 09 Sep 2019 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.CBH0o7Dh_1seAWF.jpeg"/><category>Work</category></item><item><title>Still Alive</title><link>https://zeh.dev/work/still-alive/</link><guid isPermaLink="true">https://zeh.dev/work/still-alive/</guid><description>&lt;h2 id=&quot;online-cooperative-stitching-experience&quot;&gt;Online cooperative stitching experience&lt;/h2&gt;
&lt;p&gt;Still Alive (or “Vale Florestar”, “Vale Natureza”, and finally “Natureza Viva”,
in its original Brazilian Portuguese) was an online campaign by Brazilian mining
company Vale do Rio Doce. This project’s aim was to showcase the company’s reforestation
efforts to the general public, as they were the largest investor in environmental
causes in the country.&lt;/p&gt;
&lt;p&gt;Beautifully designed by Victor Sahate, the main experience in this website features
a stitching mesh with a dead tree as its background. Visitors can virtually “stitch”
away at the mesh, revealing a tree that’s full of life as well as hidden wild
animals that are “saved” once they’re completely revealed, in a game-like experience.&lt;/p&gt;
&lt;p&gt;If all animals are revealed by a visitor, their names are then saved to a list
of people who symbolically helped the cause, and exposed in the website.&lt;/p&gt;
&lt;p&gt;One of the coolest features of this website was the cooperative aspect of it.
Using a socket server, up to 8 users could be sharing a “room” and virtually stitching
the same mesh at the same time. Visitors could see other visitors’ actions (as
well as their mouse cursor positions) as they used the website, making it clear
that they were not alone in their efforts to reveal the hidden figures in the
mesh.&lt;/p&gt;
&lt;p&gt;This was a great looking experience and a very challenging yet fun project. It
was also my first commercial project using Flash Media Server. Defining a multiuser
protocol for real time communication was something I had to do several times more
after this.&lt;/p&gt;
&lt;p&gt;The experience also contains a surprising amount of artificial intelligence:
if you join the website when there’s no one around to stitch with you, or if
you’re visiting it from a network that blocks socket Flash (RTMP) communication,
the website creates “bots” that simulate a real person moving the mouse and stitching
(generally, just moving around the stitching area randomly, which simulates visitor
behavior surprisingly well). In good multiplayer bot fashion, these bots leave
the website when a real person joins.&lt;/p&gt;</description><pubDate>Sun, 14 Jan 2018 05:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.D-qh9PIl_ZhMvmP.jpeg"/><category>Work</category></item><item><title>Agência Tudo</title><link>https://zeh.dev/work/agencia-tudo/</link><guid isPermaLink="true">https://zeh.dev/work/agencia-tudo/</guid><description>&lt;h2 id=&quot;playful-website-for-an-event-agency&quot;&gt;Playful website for an event agency&lt;/h2&gt;
&lt;p&gt;Agência Tudo (“Tudo Agency”), from São Paulo, Brazil, is a promotions agency who
provides service for the event, promotion and sponsorship industries, such as
designing and organizing a new product release or other commemorative events.&lt;/p&gt;
&lt;p&gt;Their debut online presence mimicked a desk full of interactive objects. The site’s
content was accessible by interacting with those objects, many of them stickers
that could be pulled out to navigate to new areas.&lt;/p&gt;
&lt;p&gt;Despite looking somewhat simple and playful, and despite being used sparingly,
this was one of the most complex UI interactions I ever had to create, as it required
more than the usual dosage of trigonometry of a standard UI.&lt;/p&gt;
&lt;p&gt;This effect shares some similarity with a classic (almost cliché) Flash effect,
&lt;a href=&quot;http://archive.oreilly.com/pub/a/javascript/archive/flashhacks.html?page=1&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;the famous “page flip”&lt;/a&gt;.
However, this one was not just coded from scratch, but added a degree of complexity
to the whole idea of flipping since we used irregular shapes that could be dragged
and detached from any of their sides.&lt;/p&gt;
&lt;p&gt;The end result was a playful website that employed many of Flash’s coolest features
at the time, such as displacement maps for graphic effect and even a little bit
of roaming A.I. employed in the ants: they’d continuously walk in and out of
a cookie, but could be pushed out by the visitor, only to re-route and return
later. This remains one of my favorite features of the whole experience.&lt;/p&gt;</description><pubDate>Thu, 15 Mar 2018 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.D_m52PwL_2tj7tt.jpeg"/><category>Work</category></item><item><title>Middle Finger Pub</title><link>https://zeh.dev/work/middle-finger-pub/</link><guid isPermaLink="true">https://zeh.dev/work/middle-finger-pub/</guid><description>&lt;h2 id=&quot;launch-site-for-new-media-agency-gringo&quot;&gt;Launch site for new media agency Gringo&lt;/h2&gt;
&lt;p&gt;The debut agency website for Andre Matarazzo’s “Gringo” provides a way for unhappy
employees to vent their frustration at their bosses. In this playful website,
visitors are allowed to watch and select different complaints from each of the
typical digital agency employees: the webdesigner, the programmer, the account
manager, and so on. Then, with all complaints selected, a video is created and
sent to the visitor’s boss, along with a friendly message - all anonymously.&lt;/p&gt;
&lt;p&gt;In concept, this is a simple website: select some videos, sort them out, send
them to somebody that will play them back. However, other than the subversive
(and highly talked about!) idea, I especially like it for its design (the work
of Ricardo Landim) and for some of the flash solutions I was able to get into
it when coding the website. The parody of Mac OSX’s “genie effect” and the pseudo-3D
interface involved in the video selection are still among my favorite visual implementations
of all time.&lt;/p&gt;
&lt;p&gt;Implemented in 5 languages in its final form, this website was the perfect launch
campaign for Gringo. It followed its fresh approach to concept, design, and technology,
and judging from some of the hate mail the agency got from targeted bosses, widely
successful. Talk about starting with a bang.&lt;/p&gt;</description><pubDate>Sun, 08 Oct 2017 04:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.DxZjM1Ur_OT5oi.jpeg"/><category>Work</category></item><item><title>Defence Alliance 2</title><link>https://zeh.dev/work/defence-alliance-2/</link><guid isPermaLink="true">https://zeh.dev/work/defence-alliance-2/</guid><description>&lt;h2 id=&quot;an-assault-mod-for-unreal-tournament-2004&quot;&gt;An assault mod for Unreal Tournament 2004&lt;/h2&gt;
&lt;p&gt;Defence Alliance 2 was a great Unreal Tournament 2004 (and later Killing Floor)
mod, featuring class-based, cooperative assault-like gameplay against AI players.
I had joined this modding team to work on creating UV maps, but as they &lt;a href=&quot;http://www.moddb.com/mods/defence-alliance-2/news/defence-alliance-2-seeking-2d-artist-for-gui&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;announced
their need for a GUI developer&lt;/a&gt;,
I quickly took the task of designing and developing the new graphical user interface
(my main area of interest) for their mod.&lt;/p&gt;
&lt;p&gt;The workflow entailed creating the designs using Photoshop and Illustrator, and
then implementing it using UnrealScript. It was a big challenge; even though I
had worked with game GUIs and UnrealScript in the past, I hadn’t done so as the
member of a huge team, and I lacked experience in some aspects of game user interface
design. Still, designing each screen widget and menu was a blast, and learning
the intricacies of the legacy-code-ridden UT2k4 user interface classes was a
huge but satisfying challenge.&lt;/p&gt;
&lt;p&gt;In the end, hundreds of different screens were created for the mod, and at least
from my experience, this was the most professionally-looking UT2k4 mod GUI out
there. Some screens were mere reskins of the original GUI classes, but many were
original designs that gave the mod its own identity.&lt;/p&gt;</description><pubDate>Thu, 11 Jan 2018 05:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.Da1NMl6T_lXe4s.jpeg"/><category>Work</category></item><item><title>Zine Store</title><link>https://zeh.dev/work/zine-store/</link><guid isPermaLink="true">https://zeh.dev/work/zine-store/</guid><description>&lt;h2 id=&quot;design-book-and-magazine-store&quot;&gt;Design book and magazine store&lt;/h2&gt;
&lt;p&gt;The Zine Store was a completely Flash-driven e-commerce website for a local São
Paulo store that specialized in imported design and art books and magazines.&lt;/p&gt;
&lt;p&gt;A real technical feat at the time, the website used Flash to give it an application-like
feel and immediately responsive interface, even when doing complex searches or
queries (given the limited inventory for the store, it was all loaded and kept
in memory).&lt;/p&gt;
&lt;p&gt;Despite the somewhat outdated design, this website was simple, powerful, and very
easy to navigate. It was the most complex and most technically rewarding project
I had ever done up to that point.&lt;/p&gt;</description><pubDate>Sat, 20 Jan 2018 05:00:00 GMT</pubDate><dc:creator>Zeh Fernando</dc:creator><media:content medium="image" type="image/jpeg" url="https://zeh.dev/assets/thumb.dp4oFhDZ_16pOzp.jpeg"/><category>Work</category></item></channel></rss>