Master Guide

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Colorblindness

When color can confuse the player


Think of colorblindness as a measure of inability to discern contrast between an image and its background. Nearsightedness, too, can impair one’s ability to distinguish color from afar (for example, from 10 feet away), and so can excessive amount of light in the room. Colorblindness is yet another reason not... [Read More]

Color

How it's used in games


Color has been extensively covered in Art & Design throughout the years, and there are mutliple sources from published books to websites that explain Color Theory, how it has been used to project emotion and meaning. Although Color Theory is a very important element in design, this article will focus... [Read More]
Tags: Color

General Guidelines

Advantages of using color in UI


After establishing a color palette, create the guidelines for using each color in the UI. Providing detailed specifications on the use of color for states (Focus, Selected, Disabled, and Neutral), notifications, warnings, health, XP, and achievements will improve the overall esthetic of your design, help you educate the players on... [Read More]
Tags: Color

Focus States

Keep the player focused and informed


Focus states To guide players through menus, provide a reticle or pointer. A small pointer will help players identify where to focus on the screen. When the pointer hovers on a button, change the button’s appearance to indicate that the area is available for interaction. In most controller-based games, the... [Read More]
Tags: Visuals

Shape Language

The elements behind visual harmony


Shape Language specifies how your art will look and how various elements will create visual harmony. It sets the visual identity of the game: from low-fidelity block-outs, to high-fidelity assets. Shape Language should inform the style guides and support the cognitive aspects of the design. Shape Language comprises the building... [Read More]
Tags: Visuals