Games Design 3 - Lecture 3 - Colour

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    Games Design 3 - Lecture 3 - Colour - Presentation Transcript

    1. Game Design 2 Lecture 3: Colour
    2. Errata and News • All tutorials now take place in the games lab (M627) • The Monday tutorial is now on Tuesdays at 12pm - 1pm (after this lecture) • Lecture 2 slides and audio are online. • Recommended Reading is online. • http://www.comu346.com
    3. Books
    4. What is colour for? • to label (colour as noun) • to measure (colour as quantity) • to represent / imitate reality • to enliven or decorate (colour as beauty)
    5. Colour in Games • Team identification • Item highlighting • Mood, tone & aesthetics • Convey information
    6. Team Identification
    7. Item Highlighting
    8. Mood & Tone
    9. Convey Information
    10. What is Colour?
    11. Rods & Cones • Rods & Cones • Tuned to RGB • Uneven distrobution • 64% red, 34% green, 2% blue • Can distinguish red better than blue • Yellow shades particularly similar
    12. Magenta?
    13. Colour Models • Hue, Lightness, Saturation (Thissen 162) • Cyan, Magenta,Yellow, Key (Fox 52) • Red, Green, Blue (Thissen 163)
    14. Colour Wheel • Newton Wheel • Red,Yellow, Green • Blended for hues • add whites (tint) • or black (shade)
    15. Combining Colours
    16. Color Jack Text http://www.bit.ly/colorjack
    17. Tip: Industry Palettes • Find industry photograph • Extract main colours
    18. Tip: Mood Palettes • Find mood photograph • Extract main colours
    19. DeGraeve Extractor http://www.bit.ly/degraeve
    20. Assembling a Palette • Select 3 to 5 colours from colour wheel • Also select a neutral and highlight colour • Experiment with tint and shade • Contrast is important • Consider the colour blind • Consider cultural implications
    21. Use Colour Sparingly • It is easy to emphasise something on unobtrusive colours. • On glaring colours it is difficult to emphasise something.
    22. Colour Blind • 1 in 12 people • Resources exist which can model colour blindness. • http://www.wearecolorblind.com
    23. Cultural Minefield
    24. Technical Limitations? • Not so much of a problem on modern consoles. • On underpowered or web based games, may need to use 256 colour palettes. • Can use same bitmap with different palette to get team colours. • Work with a programmer!
    25. Tufte “Above all, do no harm.”

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