The document discusses different ways that color is used in video game design, including to signify progression between levels, identify players and objects, create visual hierarchy, set mood and emotion, and provide contrast. Specifically, it covers how color palettes change between levels, how colors identify basic game elements, the technique of palette swapping reused character models, the order of importance for visual elements, how color impacts mood, and using color contrast between all objects in an area.
The document discusses different ways that color is used in video game design, including to signify progression between levels, identify players and objects, create visual hierarchy, set mood and emotion, and provide contrast. Specifically, it covers how color palettes change between levels, how colors identify basic game elements, the technique of palette swapping reused character models, the order of importance for visual elements, how color impacts mood, and using color contrast between all objects in an area.
The document discusses different ways that color is used in video game design, including to signify progression between levels, identify players and objects, create visual hierarchy, set mood and emotion, and provide contrast. Specifically, it covers how color palettes change between levels, how colors identify basic game elements, the technique of palette swapping reused character models, the order of importance for visual elements, how color impacts mood, and using color contrast between all objects in an area.
Progression-How the color palette for the game changes when
the player goes from level to level.
Signifiers- Properties that help locate players, items and other
P1 P2 in-game events.
Identifiers- The colors used to identify the basic elements in
the game, such as the players, enemies, environment, and enemies. Palette Swap- When you reuse a character model and give the second model a different color. Many early video games used this tech- nique to create a second character. Visual Hierarchy- The order of importance for the visual elements in video games. The player and enemies are first, then the ground and the lava, and finally the background elements. Emotion- The way Color changes the mood of the game. For example, a sunny and green level is happy while the dark blue and brownish level with lava is intense and scary. Color Contrast- The use of colors to contrast all objects of the area. Source: "Color in games: An in-depth look at one of game design's most useful tools." By Herman Tulleken