My first idea was to bring the three main images used to present my game, with their sub color palette. Then after arragning them in one single document, I decided to make a general color palette that I would use to unify and define my game through those standard colors. I chose 7 colors that would define my game, 2 of them being dark, two enhance the shades and the reality in the game. The five other colors were based on the elements that will be part of the game, the brownish and yellowish colors are shown as the dirt or dust on the walls, and on the floor, which define the old times where the floor was actual sand (because of the wind the air would look as if dust is all over the place). The bluish color would show through different tones, both the sky and the water bodies in the game. The greenish color would enhance the flora of the game and most of the time be used to make the character stealth. When the character starts the armor he gets lets him less stealth since it is a strong red which makes you appear clear in the stealthy flora. The white is to identify the clouds, and the light reflected on characters, water bodies, and plants.
I decided not to use headers since I already included them in the presenting cards that I created. Through the logo, I tried to imitate the setting of the game, with both the sky and its elements, and the flora and its movement because of the wind. I changed the logos color since the colors that were used before weren't being part of the general color palette. Now we can observe the unification of the logo in the game setting. This characters are all possibilities of what can be the first race/class of the game. Through the change in colors and the help of the blur on the frames we can observe that the images are as if they are part of the card. The presentation became more fluent and unified with the help of similar colors used throughout the images. The setting is pretty straight forward colors have to be more yellowish/brownish to show the dust and dirt throughout the city, and to situate the player in the game with the difference climate changes (for example: wind blowing = dirt flying through the screen). By last there is the game play through using few other layers to multiply and cast a soft light on the images I made them unify in the scenario or card I created. The different scenes showing the attacks or weapons you can use also show the different color usage in every situation, for example the main image shows the normal daylight. The one in the bottom right shows a light being cast by a fire in a cave. The last one is the one in the bottom left where the player is walking in the night with the moonlight guiding him.
you did a killer job with the research and execution. love the text graphics on your eagle eye graphic. amazing job this week.
ReplyDelete