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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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