
- #Game logos how to#
- #Game logos mac#
#Game logos mac#
Minor refinements were made during testing, and three weeks after the initial meeting, we had our final logo:įolk Tale is a fantasy city-builder strategy adventure game for PC, Mac and Linux developed by indie studio Games Foundry. The cooling blue hue was added to metallic elements to help differentiate them from the warm natural hues of the leaves and woodĪ final round of testing was performed to check for any scaling issues, and to validate the logo would work in nearly all scenarios.Bloom was added to enhance the metallic feel of the text.Consistent directional lighting was added.Leaves were de-cluttered to prevent obscuring the text.
#Game logos how to#
Learn how to make your game logo tell your brand’s story. Logos communicate all of that through color, shape and other design elements.
A cyan rim light was added to help color contrast near the shadows A great logo shows the world what you stand for, makes people remember your brand, and helps potential customers understand if your product is right for them. A black outline was added to text to help readability. A subtle drop shadow was added to the text to help lift it off the brown tree ring board. The logo needed to blend against all of these without getting lost. Folk Tale maps have a lot of different ambient zones including snow, lava, green hill, desert, and swamp. Leaf color variations were added to help the logo blend with various backgrounds such as screenshots. Shadows were added to the leaves to add depth. Detail was left extra-sharp so that it would be retained during the smoothing that happens when scaling down. Specular highlights reduced on the leaves to make them less thorn like, reducing the risk of a subconscious emotive response that the game would somehow be painful. Throughout development various tweaks were made, including With the final elements chosen and checked against the design goals, it was time to add the detail. Of course, anyone who has played a Mario game. It still felt a bit busy, so we dropped the shield from the design. Nintendos flagship franchise is practically synonymous with video games, generating billions of sales worldwide. The sword and shield however developed the 'story' by adding a hint of adventure to the theme. The rendered in-game ruin was discounted because it didn't feel right. The oak tree further compounded the leaves at the edges of the logo, so this was ruled out because it didn't add to either the 'story' being told or visual impact. We tried different alignments, and settled with a broader offset that would allow us to add a prop. Having identified elements from the early theme concepts that we wanted to take forward, we added a few more ideas and Jennifer set about refining the concept.
The metal color of the font would introduce an additional resource from the game ( wood, iron, stone, food ).
The team ( representing the target audience demographic of gamers aged 18-34 ) really liked the tree rings texture and green for the leaves the orange leaves were lost against the brown of the tree ring board. As all but one would be throw-away work they were quick and dirty, in some cases pulling from in-game textures. With our selection made from the candidate fonts, Jennifer set about developing rough theme concepts.