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For a specific case study I’d like to ask what HN thinks of the UI design language of Minecraft, specifically the semi-3D button and slider looks motivated by a need to convey visual hierarchy given a constrained pixel-art granularity budget.
It utilizes different shades of grey borders to convey a sort of faux surface-normal highlight on beveled edges to indicate whether the element is raised or sunken.
I think this is an interesting innovation of min-maxing the visual complexity budget, perhaps the modern beveled-glass design language could draw some inspirations from here?