My idea was, that these principles could basically be applied to everything. Even 3d-stuff. Its mainly just about having an easy straight-forward way of designen stuff, thats coupled to some variables (in this case the output resolution)
Since those are neither pixel or vector graphics and there is no such program (yet) they have to be done by hand. That’s definitely something I want to change in the future.
A lot of people refer to them as „responsive“ illustrations. But responsive basically means resolution-dependent. You do different versions of your design for different resolutions — and in between you just stretch or compress them.
These images work differently, there is no source image or something like that, the whole image is described that everything depends on the final resolution, so that the image is independent of its output size. There is no fixed, static sized image anymore.
Hello this is Marcus, the guy who did the resolution independent illustrations. I just uploaded the current version of the site, so it will no longer freeze, when the image gets to small. I also updated the Tantalos image.
I am currently a bit blown away by the reaction to this. I finished this over a year ago but didn’t manage to make it public till now. I presented this at a meetup in Berlin yesterday and someone asked for an online version, which I postet to Twitter — then things escalated quickly.
So because a lot of people are asking: I am currently redoing my completely outdated homepage. The new one will include an in-depth explanation of what is actually happening there, what’s the idea behind it and how I want to apply this to actual web design to make resolution-independent work more easy and less restrictive for both designers and developers.
Until then I will try to answer some questions here …