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Level Up.pdf

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Icon Has Cheezburger? 181<br />

The first thing you ’ ll notice on many RTS and adventure games is that there<br />

are a lot of icons on screen. Icons for tracking stats; icons for weapons;<br />

icons for magic spells; icons for the contents of bags of holding and whatnot.<br />

I believe part of the allure of these icon - heavy games is that the player makes<br />

lots of choices, has lots of things to build and collect. That ’ s OK — not every<br />

game needs to be like one made by Oscar winner Peter Jackson 4 .<br />

So as you are making icons for your game, here are 157 5 things to think about.<br />

• Pick the right image for your icon. If pressing your icon builds tanks,<br />

then guess what picture should be on the icon 6 ?<br />

• Make sure the image that you use is current and accurate. I was working<br />

with a team who had an icon for a stamp function (like an ink stamp)<br />

that looked like a postage stamp. Many of the younger testers didn ’ t<br />

even know what a postage stamp was!<br />

• Color- code your icons. Fiery punch? Make it red! (Or at least orange.)<br />

Chilling hand of frost? I ’ ll give you one guess (blue). You can take color<br />

coding one step further and make the image or background of the icon<br />

a representative color. For example, all the icons that advance the player<br />

to the next screen could be green, and your sword combat icons could<br />

all have a red background or feature that color in the artwork (make sure<br />

it ’ s a different shade of red than the one you are using for fire attacks!).<br />

The goal is for the player to understand similarities between icons and<br />

be able to choose the correct one at a glance.<br />

• If color isn ’ t enough, then use shapes as a differentiator.<br />

• Try and avoid text in your icons. Not only will you have to change them<br />

for localization, but they may be too small to read.<br />

• If you are going to use text (like a word) as an icon, make sure it is<br />

legible and looks more like a button than straight text.<br />

• Never, ever combine several visual elements (like text and a character<br />

and a logo) on one icon.<br />

• Surround your icon with a strong black or white outline to make them<br />

“ pop ” off the background.<br />

• Look at all of your icons together to make sure you aren ’ t creating any<br />

similar- looking ones. Try to make each of them as individual as possible.<br />

• A good trick is to have text of an item ’ s name (spell or whatever) appear<br />

if the player moves their cursor over the icon. A reminder from time to<br />

time never hurts!<br />

4<br />

In 2004 for The Lord of the Rings: Return of the King . He did that HUD - less King Kong<br />

game too. Weren ’ t you paying attention?<br />

5 Give or take 150 or so.<br />

6<br />

I can ’ t believe you are actually looking down here for an answer!

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