BGP – Screen shots & Logo
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Hello! As this Friday was deadline for several things such as the logo and screenshots etc. this is mostly what I have done this week including some different textures for the cars. First I want to show you our screenshots from our last build: These screenshots clearly shows out main key feature the dual track system with to parallel tracks which you can switch between at a single button press. The track is going to be cut at some points forcing the player to switch, at others it will just be a faster lane including boosters or fewer obstacles. At most points it will just offer the player multiple paths to race on and using it to pass other players or even swap down on them and crashing their vehicle. As we hand out our screenshots it is good having a logo of some sort placed on the images leading people back to us and our project. So I took the task to create a logo for a game, and this is how it turned out: I’m pretty satisfied with it, it is simple yet interesting and working well with our aesthetics of the game. It is easy to read and it is pretty obvious that it belongs to some sort of racing game. It also somewhat gives away the dual track with the long “S” and that you can swap between them. Anyhow, when I create Logo’s in general I follow some simple general rules I’ve come up with myself. They are rather don’ts than do, but take it light on my words and this doesn’t apply to all logos but works as a basic guideline. First rule is economical; the logo needs to be cheap to print which means it should have a low amount of colours or maybe only just one, don’t put the whole colour pallet in there. It should also aim towards to be a one piece print and no weird overall shapes. I would aim for a more squareish shape as it the most practical shape and easier to apply to stuff that you later on want to place your logo on. (and this is probably the rule which your client will care most about) Second rule is readability; the logo needs to be as clear and easy to read as possible. No super weird stuff that breaks the silhouette or interfere with the font. Keep it simple and keep it clean. I use to think what it would look like if printed on a coffee mug or a pencil and still look good and be readable. Third rule is aesthetic; the logo needs to fit well with the product (or company or whatever it is made for). Don’t just make it good looking make it work together with what you’re trying to sell. Use a font that delivers the attitude, use colours that represent the mood and shapes that goes well with what you want the customer to feel. For example don’t use comic sans, light-pink and round light shapes in your logo for your new First Person Shooter. Other than that, just do iterations of your work. Make small changes, try different but similar fonts, try different colours etc. and ask people what they think works best! This is my iterations of our logo:
Last of is the different colour schemes for our car. I set colours for the players and a grey one is for the A.I. controlled cars. This is just some basic designing I did so that the players can tell which car is played by other players and which are A.I.’s since the main thing people are concerned about while playing our game (from the playtesting’s) is where the other players are and which car they drive. Well that it for this week I guess, take care! |






