Visual Design of Games

Core Elements Identification

The ads (especially the one that pops up when you return to the tab) are extraneous. The instructions are supporting, as well as instructions and things that change the order. The name of the cheese/font and picking cheese or font are the core gameplay elements. The timer/score is also a core element of gameplay experience in this version of the game. (Above, the “Cheese or Font?” and “Enter C or F” column titles are also supporting, although I wasn’t able to color them specifically.)

Core Elements Sketch 

Size Exploration

(I made one element in each screen I designed)

Color Exploration

Type/Font Exploration

Proximity

The name is the primary thing so it should be the primary thing in the gameplay. The “cheese” and “font” answers are the same gameplay element, but because they are different, they need to be distinguished. The player’s progress through time, as well as  right and wrong answers should be grouped, but separated from gameplay. In my above design, by putting these in the corner, their proximity to the center of the screen, where core gameplay elements live, they are less important but still visible and legible.

Similarly, the title screen: asking Cheese or Font (as well as potentially an information dropdown) is something I separated from gameplay by creating a start screen.

 

A Screenshot from a Beautiful Game

A game I find beautiful is One Shot. It has a simple/traditional RPG format, but it uses all the design principles we explored today. The player’s character is in the center of the screen, and color and lighting is used extremely effectively; both fade with proximity to the edges of the screen. Whenever it pops up, dialogue box stands out most and draws your attention to the text and a portrait of the speaking character. When it is not necessary, it disappears. This allows One Shot to effectively communicate its story both through visual/world exploration and the written text.

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