1.05 Colour Use in Cosy Game Design SUMMARY
Based on the observations of the first cycle, I can begin to put otgether my framework for the use of colour in Visual Cosy Game Design.
1. Foundartional Principals
- Emotional tone over prescriptive colour use
- No single colour/ colour palette defines cosiness. It's the overall cohesion and intentionality of the palette that matters.
- effective cosy colour design focuses on visual harmony, emotional resonance and balanced contrast rather than strict cool/warm hues
2. Colour Strategy components
- Base Palette
- Neutrals and cool tones (blues, beiges and greens) act as a calming backdrop
- these cplours provide a soothing canvas and enhance the presence of warmer focal points.
- Warm / bright Accents
- Includes reds, oranges, ochre and terracotta tones, as well as some more vibrant ceruleans and purples as focal points (Buildings, interiors, pathways)
- this guides player attentions without being overstimulating and aids in evoking feelings of safety and comfort.
- The colours should be more sparingly and strategically used to highlight areas of emotional or interactive significance.
- Balanced contrast
- Strategic contrast can provide visual interest and narrative cues, but overuse creates tension
- use contrast to define moments of importance, not over the entire scene.
- focus on low to mid contrast values for background and ambient elements to retain softness.
3. What to Avoid
|
Element |
Why to
Avoid |
|
Over-saturation |
Creates an
overwhelming and chaotic visual tone; can feel artificial. |
|
Cold/sterile
palettes |
Too much
white, grey, or blue feels clinical and uninviting. |
|
Heavy dark
colours |
May evoke
dread or detachment if overused. Best in small, nostalgic doses. |
|
Overuse of
contrast |
Leads to
overstimulation, tension, and visual discomfort. |
|
Artificial
or digital colours |
Colours not
found in nature often feel uncanny or impersonal. |
|
Monotonous
palettes |
A lack of
subtle contrast results in flat, lifeless scenes. |
Cosiness in visual design is the result of intentional colour balance. It is not bound by perscriptive colour formulas but rather the sensitivity of the designer and the intention behind the feelings that they want to imbue.
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