- Elements of cheese or font
- core: decide whether each word is cheese or a font, timer, score.
- supportive: correctness of the user’s decision for each word, instruction for entering ‘C’ for ‘Cheese’ and ‘F’ for ‘Font’, “Give up” option, Comment on score.
- extraneous: going to the next/previous word, replay, next quiz, average score, average friend score, quiz stats, challenge friends, random quiz.
- Sketch out the core elements
Make one element in a NEW thumbnail sketch HUGE.
Try taking ONE color and using it in your thumbnail sketch along with black.
Make 3–4 thumbnail drawings that use type in different ways
Explore proximity in your design
A beautiful game: The Legend of Zelda: Breath of the Wild
The designers of this game made use of a lot of graphic design principles.
- Size: The core elements of the game are the hero and the monster(s). They are huge in the view. The supportive elements (map, time, temperature, life, skills, etc) are smaller.
- Layout: The core elements are displayed at the center, and the supportive elements are in the corners.
- Color: The supportive elements have fluorescence in their color so they can be distinguished from the colorful background.
- Font: The font of monster names is big and stylish, while the fonts of action instructions are small and normal.
- Proximity: The supportive elements are grouped together by their functionalities in the game. In the upper left corner are the elements related to the hero’s battling – life, skills, arms. In the lower right corner are the elements related to the contextual factors – map, temperature, noise level, time.