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Game design 2 (2013): Lecture 13 - Colour

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Use of colour as information design in games.

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Game design 2 (2013): Lecture 13 - Colour

  1. 1. 2013 Game Design 2 Lecture 13: Colour http://gcugd2.com david.farrell@gcu.ac.uk
  2. 2. Half and Half • Half on using colour in information design • Half on what colour is and how to choose
  3. 3. Books
  4. 4. Tufte’s uses of colour 1. to label (colour as noun) 2. to measure (colour as quantity) 3. to represent / imitate reality (colour as representation) 4. to enliven or decorate (colour as beauty)
  5. 5. Colour in Games • Team identification (label) • Item highlighting (label) • Mood, tone & aesthetics (enliven) • Convey information (measure) • Represent reality (representation)
  6. 6. To Label (team)
  7. 7. To label
  8. 8. To label
  9. 9. To Enliven
  10. 10. To Enliven / Represent
  11. 11. Label
  12. 12. Measurement
  13. 13. Information Design • Games don’t do a great job of information design - but they use colour fairly well. • Consider Tufte’s uses of colour in your designs.
  14. 14. Part 2 • Choosing colour
  15. 15. What is Colour?
  16. 16. 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
  17. 17. Magenta?
  18. 18. Colour Models • Red, Green, Blue (Thissen 163) • Cyan, Magenta,Yellow, Key (Fox 52) • Hue, Lightness, Saturation (Thissen 162)
  19. 19. Colour Wheel • Newton Wheel • Red,Yellow, Green • Blended for hues • add whites (tint) • or black (shade)
  20. 20. Combining Colours
  21. 21. Color Jack Text http://www.bit.ly/colorjack
  22. 22. Tip: Industry Palettes • Find industry photograph • Extract main colours
  23. 23. Tip: Mood Palettes • Find mood photograph • Extract main colours
  24. 24. DeGraeve Extractor http://www.bit.ly/degraeve
  25. 25. 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
  26. 26. Colour Blind • 1 in 12 people • Resources exist which can model colour blindness. • http://www.wearecolorblind.com
  27. 27. Cultural Minefield
  28. 28. Use Colour Sparingly • It is easy to emphasise something on unobtrusive colours. • On glaring colours it is difficult to emphasise something.
  29. 29. Tufte “Above all, do no harm.”

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