Colors in Video Games (Part 2)
Hello everyone,
I have previously provided information on Colors in Video Games and showed you examples. I have also discussed the psychological implications of these colors and how they can affect your players.
As I mentioned at the end of the previous article, I will now explain "How to Use Colors" in your games. So let's get started.
Ways of Using Color Palette
In the stage of selecting your color palette, determine 'for what purpose these colors will be used?' Generally, the colors you assign to your characters and environment can be mixed. However, choosing a general color that suits your purpose or the story of the game is essential.
After completing the process of selecting your color palette, you should adjust the contrasts and determine in which areas the 'color will be in the foreground.' Your goals here are generally 'to evoke a mood' and to convey 'what you want to communicate' to your players. Of course, these are part of the decision-making process.
So, what can be done using color palettes? Let's take a look at that now.
Showing Location, Direction, and Way
The most common use of colors and color palettes in video games is to "Showing Location, Direction, and Way". High amounts of brightness, darkness or shading used in certain areas will direct players towards the areas where colors are used.
You can look at the game "Mirror's Edge" which I have provided a visual of above. In Mirror's Edge, the paths that our main character will take, the areas where she will climb and the places where she will run are marked with red. Players can estimate the direction they need to go by looking around.
Another game in the visual, "Bioshock", can also be a great clue for you. As players know, in the Bioshock game, even if our character doesn't open the map, they can't get lost in some areas if they don't want to. This is because the game directs players towards where they need to go using environmental lighting and marker colors.
If warm colors are presented as a guide for players in a game where cool colors are used, or if cool colors are scattered between areas where warm colors are heavily used in a game, this will draw players' attention. Just like how people are attracted to light in the Bioshock game.
Remember that you can direct the player towards where they need to go most easily with colors. And when you guide the way with colors, know that you can also tell the story to the player.
Safe Area and Sense of Exploration
In The Witcher 3: Wild Hunt or Vampyr games, a gray or pale color is used to show stealth or exploration feature. This is a feature used in many games that involve exploration, navigation, or stealth.
It is important for your players to know where an item is located, how it is hidden, or what is happening in their surroundings in a game. Examining games where these features have been used before and understanding how these colors are presented in those games will give you clues.
The 'damage taking' effect, which has become somewhat famous with the Call of Duty game, is also used in many games. When players take a lot of damage, the screen turns red and gives the player a 'you are in danger!' warning. After the red color disappears from the screen, the player realizes they are safe.
With the color palettes you have, you can turn this situation to your advantage and present the most useful color to your players among dozens of colors to explain to them whether they are in danger, where they can hide, or what they need to do to explore.
Story and Character Development
Let's move on to the story and character development that I mentioned from the first section. In this topic, you will see that colors are not only related to details, directions, or techniques.
One of the most effective ways to make a story impressive is to use colors in general. "The Saboteur" game, which you see in the above visuals, is one of the best games that uses this.
In The Saboteur, environmental factors, directions, the path the character will follow, and even the universe move entirely according to colors. The places that our enemies, the Nazis, have taken over in the game appear entirely in black and white. Only the light emitted by bullets, explosions, the red ribbons on the Nazis' arms, and generally the red lighting in the surroundings are colorful.
The message being conveyed here is clear.
Nazis are corrupting the environment and the world = Black - White
Explosions, lights, and war effects defeat the Nazis = Colorful
The ribbons on the Nazis' arms are red because they are easy targets = Colorful
Some of the lights, ammunition, and weapons among the black and white environmental effects can be shown in red. Because you should always keep the player ready for war! = Colorful.
In The Saboteur, when you capture an area, the environment is completely colored. However, the colorful world comes with "Warm Colors."
In the previous section, we talked about warm colors and their effects. With the warm colors used in The Saboteur, the producers are trying to tell the player the following:
This region is now free of Nazis. You are safe.
People around you are no longer suffering from Nazi violence. You can now attack other places. People trust you.
Congratulations, you drove the Nazis out of this area and gave the people a comfortable, safe space. Well done, you are on the right path!
The black-and-white atmosphere disappeared. You can explore the environment better now. You can search for missing items easily. You are safe.
You can only understand the reasons behind the transformation of an area from a black-and-white atmosphere to warm tones and the development of the story through this game.
Indicators and Descriptors (Glyph)
Color descriptors, also known as glyphs, are one of the easiest applied methods for people developing strategy games.
"Glyph" means, in its literal sense;
The term glyph refers to symbols that distinguish icons, signs, and scripts from other icons, signs, and scripts in the area where they are located.
Glyphs are used in games to differentiate characters, players, or environmental factors. In strategy games, glyph usage is primarily used for grouping or separating.
Game developers who want to use color palettes in a detailed way do not have to restrict this method only to strategy games. Glyph-style color palette works are also used in FPS games (such as Battlefield) and certain RPGs (such as Diablo).
You can also use glyph techniques to group, differentiate, or separate certain areas from others in your game. There are certain things to know about glyph techniques.
If you are not designing an online game and you want to group your own players, you may prefer to use warm and calm colors. (such as red, orange, blue, green, etc.)
If you are designing a strategy-based game, pay attention to choosing matte colors. The player characters should not get tired or bored when viewed from the top.
Pay attention to colors that have been used before. Be careful not to use extreme colors just because the color palette is unlimited. No player walking through a forest of greenery would want to see a bright pink color that strains their eyes.
My article on Colors in Video Games (Part 2) ends here. In my next article, I will explain how to choose these colors, where to choose them from, methods of creating color palettes, and the programs you can use.
Author: Ahmet T. Mengeş
Science fiction and fantasy enthusiast. Game addict. Guardian of vampire mythology. Weird and equally arrogant. Amateur game developer. Very amateur.