2010


       Game Design 2
          Lecture 5: Colour
Books
What is colour for?

• to label (colour as noun)
• to measure (colour as quantity)
• to represent / imitate reality
• to e...
Colour in Games

• Team identification
• Item highlighting
• Mood, tone & aesthetics
• Convey information
Team Identification
Item Highlighting
Mood & Tone
Convey Information
What is Colour?
Rods & Cones
• Rods & Cones
• Tuned to RGB
• Uneven distribution
• 64% red, 34% green, 2% blue
• Can distinguish red bette...
Magenta?
Colour Models

• Red, Green, Blue (Thissen 163)
• Cyan, Magenta,Yellow, Key (Fox 52)
• Hue, Lightness, Saturation (Thissen...
Colour Wheel

• Newton Wheel
• Red,Yellow, Green
• Blended for hues
 • add whites (tint)
 • or black (shade)
Combining Colours
Color Jack


           Text




http://www.bit.ly/colorjack
Tip: Industry Palettes
• Find industry photograph
• Extract main colours
Tip: Mood Palettes
• Find mood photograph
• Extract main colours
DeGraeve Extractor




   http://www.bit.ly/degraeve
Assembling a Palette
• Select 3 to 5 colours from colour wheel
• Also select a neutral and highlight colour
• Experiment w...
Colour Blind

• 1 in 12 people
• Resources exist which can model colour
  blindness.
• http://www.wearecolorblind.com
Cultural Minefield
Use Colour Sparingly

• It is easy to emphasise something on
  unobtrusive colours.
• On glaring colours it is difficult to...
Technical Limitations?

• Not so much of a problem on modern
  consoles.
• On underpowered or web based games,
  may need ...
Tufte


“Above all, do no harm.”
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
Game Design 2 (2010): Lecture 5 - Colour
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Game Design 2 (2010): Lecture 5 - Colour

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This week's lecture looks at the use of colour in game interfaces. How can we use colour to communicate?

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  • Game Design 2 (2010): Lecture 5 - Colour

    1. 1. 2010 Game Design 2 Lecture 5: Colour
    2. 2. Books
    3. 3. 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)
    4. 4. Colour in Games • Team identification • Item highlighting • Mood, tone & aesthetics • Convey information
    5. 5. Team Identification
    6. 6. Item Highlighting
    7. 7. Mood & Tone
    8. 8. Convey Information
    9. 9. What is Colour?
    10. 10. Rods & Cones • Rods & Cones • Tuned to RGB • Uneven distribution • 64% red, 34% green, 2% blue • Can distinguish red better than blue • Yellow shades particularly similar
    11. 11. Magenta?
    12. 12. Colour Models • Red, Green, Blue (Thissen 163) • Cyan, Magenta,Yellow, Key (Fox 52) • Hue, Lightness, Saturation (Thissen 162)
    13. 13. Colour Wheel • Newton Wheel • Red,Yellow, Green • Blended for hues • add whites (tint) • or black (shade)
    14. 14. Combining Colours
    15. 15. Color Jack Text http://www.bit.ly/colorjack
    16. 16. Tip: Industry Palettes • Find industry photograph • Extract main colours
    17. 17. Tip: Mood Palettes • Find mood photograph • Extract main colours
    18. 18. DeGraeve Extractor http://www.bit.ly/degraeve
    19. 19. 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
    20. 20. Colour Blind • 1 in 12 people • Resources exist which can model colour blindness. • http://www.wearecolorblind.com
    21. 21. Cultural Minefield
    22. 22. Use Colour Sparingly • It is easy to emphasise something on unobtrusive colours. • On glaring colours it is difficult to emphasise something.
    23. 23. 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!
    24. 24. Tufte “Above all, do no harm.”

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