I began my career in 1997, and back then, virtual reality was all the rage. VR was a pretty loose concept back in those days though – lots of talk about holograms, clunky hardware, and big ideas. Somehow all that fizzled away for 15 years or so, and it wasn’t until recently that everyone seems to be talking about it again. But this time, we have the technology to support those big ideas we used to have. Except for the hologram thing. We’re still a ways off on that but virtual reality is most definitely a reality at this point, and to say that I’m excited about it is a bit of an understatement. I still remember very clearly the first time I strapped a Samsung Gear VR headset to my face. It blew my mind like nothing ever has, and despite the fact that I got motion sickness within 30 seconds and nearly puked, I’m very excited about this technology and where it’s headed!
Much of my work is centered around VR concepts these days. That quick and loose sketch I made of a Google Cardboard headset last year is a perfect example of the kinds of graphics and illustrations I find myself creating more and more of, and it’s always something new. I’ve created a multitude of 3d objects for virtual reality apps, storyboarded countless UX flows centered around VR and augmented reality, and generated tons of icon concepts for all of those VR apps. This is the hot thing right now, that’s for sure!
I’m overflowing at the moment with piles and piles of rejected / preliminary app icons that never made it past the first design review and the OCD designer part of me is feeling the need to archive them properly. A lot of those I can’t post here to trashedgraphics.com because it’s all really valuable stuff and I’m sure that I’ll find a use for them eventually. But there are some app icons (like this set) that I know that I’m never going use for anything ever again. Well, at least I’m pretty sure that I won’t…
Please keep in mind that these are still very loose vector illustrations with open paths and uneven spacing. They even still have the white strokes to indicate negative space, which you’ll have to flatten and trim if you want to use these in your own design projects. But I decided to leave them rough like this in order to preserve maximum edibility, which gives you (the designer) more control to integrate into your design concepts.