Game Design 2
   Lecture 3: Colour
Errata and News
• All tutorials now take place in the games
  lab (M627)
• The Monday tutorial is now on Tuesdays at
  12p...
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 distrobution
• 64% red, 34% green, 2% blue
• Can distinguish red bette...
Magenta?
Colour Models

• Hue, Lightness, Saturation (Thissen 162)
• Cyan, Magenta,Yellow, Key (Fox 52)
• Red, Green, Blue (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...
Use Colour Sparingly

• It is easy to emphasise something on
  unobtrusive colours.
• On glaring colours it is difficult to...
Colour Blind

• 1 in 12 people
• Resources exist which can model colour
  blindness.
• http://www.wearecolorblind.com
Cultural Minefield
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.”
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
Games Design 3 - Lecture 3 - Colour
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Games Design 3 - Lecture 3 - Colour

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Lecture 3 in the Caledonian University class COMU346, Games Design 2.

This lecture covers the use of colour in games and also looks at some of the the theory behind colour design.

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Games Design 3 - Lecture 3 - Colour

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

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