Photoplay Terminal

Case Study: 2000 - 2003

Pioneering
Touch
Ergonomics

Defining the rules of touch-interaction and "Hand-Occlusion" UX long before the smartphone era at Funworld AG (Photoplay).

The Challenge

Designing purely touch-based interfaces on low-res CRT hardware (640x480) requires a completely different mindset than mouse-driven UI. My role was to solve the physical constraints of the arcade cabinet: viewing angles, finger precision, and the "Gorilla Arm" effect.

HMI Ergonomics Pixel Art Technical Art
Photoplay Terminal

Hardware Constraints

CRT Touchscreens, Limited VRAM, Alpha Channels

Key Innovation

Occlusion-Free Layouts

Mayan Funtowers Interface
UI Elements placed at edges
touch_app

The "Hand-Occlusion"
Paradox

When a user interacts with a touchscreen, their own hand blocks the view. This was a critical issue in 2000, where instantaneous feedback was needed for arcade games.

My solution was a rigorous layout grid that pushed critical information (score, timer, next move) to the peripheral zones, ensuring the center remained clear for interaction logic.

  • // Hit-Target size optimization for fingers.
  • // Instant visual feedback on "Touch-Down".

Visual Diversity

Adapting to Genres

From puzzle games to card classics, every interface had to follow strict style guides while maintaining the core ergonomic principles.

Magic Rings
Magic Rings
Space Towers
Space Towers
Elevens
Elevens
Halloween
Halloween
Spidey
Spidey
Fun 21
Fun 21 (Card Game)

Technical Artist Legacy

Back then, "Technical Artist" wasn't a common job title. But handling TIFF Alpha Channels, optimizing palettes for 256 colors, and understanding the rendering pipeline of the Photoplay OS was essential.

This experience formed the foundation of my career: understanding that Design cannot exist without understanding the Tech Stack.

Tools of the Trade (2000)

  • brush Adobe Photoshop 5.5 (managing Alpha Channels)
  • view_comfy Pixel-Perfect Icon Design (No Vectors!)
  • hardware CRT Color Calibration