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Praveen Kumar

@praveenisomer9,262 subscribers

✦ Product Designer ✦ Building @thewaterclay ✦ Design Partner for AI, Fintech & Healthcare companies https://t.co/CdmP0WwZ72

Shorts

ASCII cards

ASCII cards

75,526 views

ASCII cards

ASCII cards

252,655 views

Dither + ASCII + Motion =

Dither + ASCII + Motion =

141,478 views

Animated Cards? Nahh... We do 3D animated cards. Taste matters.

Animated Cards? Nahh... We do 3D animated cards. Taste matters.

78,495 views

Web ASCII section

Web ASCII section

57,277 views

ASCII/Dither with Particle UI, representing Brain waves. Card on the right are Gamma wave (30–100 Hz) state, with high-end Beta waves (12–30 Hz) mixed in. Combined its rhythmic, synchronized electrical impulses generated by millions of neurons communicating simultaneously.

ASCII/Dither with Particle UI, representing Brain waves. Card on the right are Gamma wave (30–100 Hz) state, with high-end Beta waves (12–30 Hz) mixed in. Combined its rhythmic, synchronized electrical impulses generated by millions of neurons communicating simultaneously.

32,876 views

This is how you make a section transition effect using Figma & Framer. Tutorial.

This is how you make a section transition effect using Figma & Framer. Tutorial.

95,316 views

Gradient experiment in Paper and I genuinely cannot stop

Gradient experiment in Paper and I genuinely cannot stop

51,379 views

This is how you can make a shape vector illustration effect using figma & heatmap effect in Paper. Tutorial.

This is how you can make a shape vector illustration effect using figma & heatmap effect in Paper. Tutorial.

65,912 views

Dither website

Dither website

15,075 views

This is how you make a 3d card hover effect in Framer. Tutorial.

This is how you make a 3d card hover effect in Framer. Tutorial.

34,506 views

This is how you can create a super viral 3D vector effect which makes few people question their existence. Built in Paper. Tutorial.

This is how you can create a super viral 3D vector effect which makes few people question their existence. Built in Paper. Tutorial.

56,241 views

Branding for a Fitness and Healthcare brand

Branding for a Fitness and Healthcare brand

21,362 views

Design is everywhere. Imitating the hip fiber structure in a digital format through Dither.

Design is everywhere. Imitating the hip fiber structure in a digital format through Dither.

17,126 views

This is how you can make a button motion animation using components in Framer. Tutorial.

This is how you can make a button motion animation using components in Framer. Tutorial.

23,964 views

ASCII + Dither Section

ASCII + Dither Section

13,301 views

ASCII Section

ASCII Section

23,643 views

1. Spatial Constraints & Magnitude: K(u) = A₁ * cos(u / λ₁) E(v) = (v / λ₂) - δ_offset Distance Driver: D(u,v) = √( K(u)² + E(v)² ) 2. Pulsation Kinematics: Q(u,v,t) = αsin(2K) + (β/K) + sin(v/λ₃) * K * [γ + εsin(ω₁E - ω₂D + ω₃t)] ↳ The (β/K) term creates the asymptotic stretch of the tentacles, while the nested sine waves act as a damped harmonic oscillator for the contraction of the bell. pause - push - pause - push (action) 3. Polar-to-Cartesian Mapping Rotational Phase: θ(u,v,t) = D(u,v) - t X(u,v,t) = Q * cos(θ) * S_x + C_x Y(u,v,t) = Q * sin(θ) + S_y * D - C_y 4. Particle Sizing Filter: Radius = K(u)² > τ ? 2 : 1 Alpha-Blended Buffer: C_final = (1 - ρ) * C_new + ρ * C_buffer (u,v = particle indices, t = continuous time, ρ = retention rate for trails)

1. Spatial Constraints & Magnitude: K(u) = A₁ * cos(u / λ₁) E(v) = (v / λ₂) - δ_offset Distance Driver: D(u,v) = √( K(u)² + E(v)² ) 2. Pulsation Kinematics: Q(u,v,t) = αsin(2K) + (β/K) + sin(v/λ₃) * K * [γ + εsin(ω₁E - ω₂D + ω₃t)] ↳ The (β/K) term creates the asymptotic stretch of the tentacles, while the nested sine waves act as a damped harmonic oscillator for the contraction of the bell. pause - push - pause - push (action) 3. Polar-to-Cartesian Mapping Rotational Phase: θ(u,v,t) = D(u,v) - t X(u,v,t) = Q * cos(θ) * S_x + C_x Y(u,v,t) = Q * sin(θ) + S_y * D - C_y 4. Particle Sizing Filter: Radius = K(u)² > τ ? 2 : 1 Alpha-Blended Buffer: C_final = (1 - ρ) * C_new + ρ * C_buffer (u,v = particle indices, t = continuous time, ρ = retention rate for trails)

12,207 views

ASCII Section with cursor haptics click

ASCII Section with cursor haptics click

10,941 views

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