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Original subtitles

Getting away with uninteresting artwork in atmosphere

In Indy titles

Is becoming increasingly more chal

With over 8290 games launched on Steam

1480 games launch Donuts

It's really undeniable that you need to do everything in your power

To stand out with a memorable looking feel

And that's what I'm calling to stop and stare fact

It doesn't mean your Game needs to be hyper realistic

In fact it's quite the contrary in the indie game arena

Some of the most memorable games with a stop and stare Factor include

Almost childish artwork like

Super Meat Boy

And Untitled Goose game

For some reason these games stood Out Among the crowd

Not only because of the sticky core game Loop

Previously mentioned

Because something about the art Direction almost forced the audience to stop

And stare

And hopefully

Eventually pull out their wallet

Because we want to get your game done fast

And ultimately secure Financial Freedom as a full-time Game Dev

I'm going to give it to you straight

You can achieve the stop and stare factor with some basic color theory

Nobody proves the infinite value

A proper color theory

Like a pioneer of abstract art

Wassily Kandinsky

Kandinsky's art uses simple shapes

Some of which look like they were drawn by a kindergartener

Create something gorgeous

Color theory app

According to Kandinsky color is a power which directly influences the soul

I'm not sure why exactly this is the case but

It's definitely true

Color to make your game pop

And ultimately make it sell

Color theory is amorphous

Ever-changing

Ultimately

Its objective

That said there are a few principles you should know about because they just work

We're going to focus on these aspects of color theory

First

Let's talk about you

Consider using colors that have

Harmony

Harmony can be complementary monochromatic

Analogous

Split complementary

Medtronic

You play with these types of harmonies on sessions. Edu / color calculator

For example in my game pinstripe

Purple and orange were my go-to colors

This actually utilized

The complementary Harmony

Along with the monochromatic Harmony

Purple and orange are opposites are complementary colors

And also monochromatic

And that I chose to use mainly purple

With small popsicle Orange

In my opinion

Perfect split of two opposing colors

Is actually less effective

Catching a player's attention

Meaning for pinstripe

I didn't want to include 50% purple

And 50% Orange in a single screenshot

It was actually much more effective

If the entire scene was bathed in a single color

While its opposite color of orange

Pop and small details throughout the world

Now let's talk about saturation

And its relationship to color theme

In pinstripe not only did I use purple and orange is contrasting Hughes

I extended that principle

Decree opposing saturation

Saturation simply means the intensity of a color

Example ID saturated purple would be a very grayish purple

Whereas saturated purple would be perhaps

The color of grape soda

Suddenly

Because the purple is so much more desaturated in pinstripe

Because of the highly saturated Orange

To look much brighter and more vibrant

Not only this

All the world seems to have a personality

In my case it made the game look sadder and

Of course you don't need contrasting saturation all the time

It's just a simple way to achieve a mood

What time of day the temperature

And maybe even a smell

All right now let's talk about contrast

And is relationship

McCarthy

In my experience the contrast between the highlights and shadows of your artwork

Is actually the most debated aspect

Color theory

I'm Darren Aronofsky

High contrast film Requiem for a Dream to the

Faded

Traumatic

Low contrast approach

I know this much is true

Contrast

Trends swing wildly from decade to decade

In the entertainment industry

It really depends on the current trends and also the mood you're going to go for

If you're looking to instill a sense of

Calm

Sadness

Coldness

Consider less contrast

Shadows and highlights

If you'd like things to feel happy exciting and striking

A contrast between shadows and highlights

Can actually do the trick I found that you can use contrast

To enhance your marketing

But not necessarily enhance

What I mean is

Because viewers have about ten seconds to get excited about your game trailer

Before they lose interest

It's good to show the most contrasting portion

And also potentially bump up the contrast

In your video editing software

High contrast might be a good idea

Just for your screenshots as well

What's the player actually begins playing your game

Because I have time to actually live in your world for several hours

It's a good idea to build an atmosphere

And that may require you to bump down

Otherwise they might grow sick of it

What are the greatest games of all time inside

Has a fairly low level of contrast between highlights and shadows

So basically

Contrast between light and dark in marketing

Is generally a good idea

While doing so in your game is not necessarily

The case

I feel like I was cheating you out of it

Huge aspect

Color theory

I didn't tell you about gradation

Abbreviation of color is basically when one color slowly bleeds into another

Is actually very popular right now

Just look at Altos Adventure

Or the Moody almost

Twilight World Of Night in the Woods

The human eye naturally gravitate towards shifting color

Simply because for most of human existence

The majority of what we saw in the world was actually a gradation that is we saw a shift from white to Blue in a hot summer

Sky or maybe yellow.

Purple on a

Brisk autumn

Humans

Love gradation

It's actually what ensures your game will feel like it's in a real place

Indicates temperature time of day

Weather pattern

Will they get to this further when we start making our game

For now just know that a gradual shift from one color to another cancer your players actually feel like they are in your world

Does forcing them to stop and stare

Really quickly I want to talk about atmosphere

Thomas fear is defined as

The pervading tone or mood of a place

Situation or work of art

I'd argue atmosphere is actually the most important aspect of

From a marketing perspective

Since marketing is in my opinion the hardest aspect of game development

It's important to focus on Crafting a unique atmosphere

Adventures the audience stop

Obviously there are a million atmospheres that can be created

Some of them are more popular than others

Common popular atmosphere that seems to sell well as the horror atmosphere

Founded games like resin

Evil or Outlast

These games include Dark Shadows subtle rolling fog

Thunder is clouds in the distance

Riverby sound effects

Silhouetted figures roaming

On the opposite end of the spectrum

Peaceful and happy atmosphere can be created with a bright blue sky

Absolutely no fog whatsoever

An upbeat soundtrack

And very little Reverb

This is founded games like Mario or Banjo-Kazooie

It's really up to

Going back to our discussion of inspiration

What kind of atmosphere do you want to live in for several months to several years

As you develop your game

Or perhaps

You'd like your games will elicit multiple atmosphere

East of a feeling completely different than the last

Atmosphere and color theory are two of the most important aspects

I'm ensuring your game find in audio

Once you get someone to stop and stare

You have their attention

And hopefully

You just landed a sale

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