Hi all, welcome to the Kana Quest Devblog. This week I’ve been working on making Kana Quest a new logo. Now I’m not going to show the new logo here until it’s 100% done and its been submitted for its trademark application. But I am going to talk about some of the issues I’ve had with the original logo, why pixel art logos are so hard to make, and some of the visual language I’ve learned this week.

Original Logo Issues:

So, lets have a quick look at the original Kana Quest logo. And go over why I’ve concluded this isn’t a very effective logo.

KanaQuestTitleScreenImg

  1. It doesn’t have a clear and readable silhouette. English speakers are strange as most of our ability to quickly identify words come from a word’s silhouette. Because this does not have a clearly visible shape, it is really hard to read at a distance. Give it a try now, stand back from your computer or phone and try read this logo. You probably can’t it all just appears as a blob of different colors.
  2. It is massive in terms of pixel usage. This logo is not small. and it is not scale-able to smaller sizes. The problem with this is that many store fronts have strict specifications of how big your logo can be. And quite simply, the old logo will not fit those specifications. Not matter how hard I try I will never get this logo to fit into a 231×87 pixel image (the smallest image size used in Steam). Also the fact that the logo is less readable than the “press any key” sign under it is all the more damning seeing as how many more pixels it was given to work with.
  3. You need to speak Japanese to read the full title. Seriously, you would think I would have picked up on that problem when I made this but hey.
  4. Contains very little Japanese visual language elements. I’m not talking about the letters here, I’m talking about the visual features and bits of visual language that are often utilized in Japanese logo making. If I had used these elements then they would infer to the viewer that this game has something to do with Japan even before they see the Japanese written.
  5. Very little contrast to guide the viewers eye. So generally speaking we will focus on the part of an image that has the most contrast in value. If you don’t know “value” is how light or dark a color is.  Look at the greyscale version of the image, there is more contrast in the background that there is on the actual logo. So you spend most of your time looking at the wrong thing.logogreyscale

Things to Do/Not Do When Making Pixel Art Logos:

So, the original logo is bad. Really bad. But if you were thinking making your own Pixel Art Logo what are some things should you do and look out for?

  • This is an obvious one, but I genuinely didn’t do it when I made the first logo; Look at lots of other logos. Find logos with the same the feeling that you want to evoke in your viewer. What are the common elements between those logos? What’s different? How do those differences affect the feeling you get from the logo? Once you’ve done that borrow those common elements and use them in your own work.
  • Draw a bunch of logo’s on paper before you start. I made the first Kana Quest logo going straight into pixel art. This was a mistake. Its really hard to effectively try out ideas when you are drawing within the a constraints of pixel art. Below is a logo I made sketching straight into pixel art within Photoshop. While it is better than the original logo, its honestly half as good as some of the warm up sketches I did in paper this last week. If you find it easier to sketch digitally than physically then do that instead, but do some non-pixel art sketches first.

AnimatedLogo1Gif

  • Beware of overlapping shapes (for example overlapping letters). This is less dire if you have more pixels to work with, but overlapping shapes require a lot of defining so the viewer can easily process what’s on top and what’s underneath. And if you are using pixel art, you might not have the pixels to do this. This isn’t a “avoid at all costs” rule, but it is something to be careful of while you are sketching (Also you might notice that I have overlapping letters in the original logo, and it just makes things harder to read).
  • Check that your logo looks good on many different backgrounds. Its fine to have a background color that makes your logo “pop” the most, but if it looks bad on flat black, white or grey there is a good chance you’ve made a mistake.
  • Don’t go with your first design. Seriously, don’t I don’t know why I decided I thought it was a good idea to do so for the first Kana Quest logo, but it was a terrible idea. Don’t fall into that trap.

 

Japanese Logo Visual Language:

So while I was doing research for my logo this week I wanted to figure out what were  the most commonly used pieces of visual language used in Japanese game logos. And I ended up identifying three common elements (all of which I’ve utilized in my new logo). And of course, not all Japanese game logos use these elements, but a very large amount do. And they use these elements more often than western games.

To this end, look at the Japanese logos for Pokemon Sun and Moon. These logos are great for demonstrating three aspects of design that are common across a large amount of Japanese game logos.

JapaneseGameLogos.jpg

So the common elements are as follows.

  1. Letter Stroke Border:  So most logo’s will have some form of border around the title text of the game. These borders have a large amount of variation depending on the type of game. The width, the roundness/sharpness, the color and shading of the border are all important of communicating the game’s identity. The reason I bring this up as a feature of Japanese visual design is that it is far more common for there to be no border around the letters in a western game’s logo. For example the logo of Skyrim has just the plain text and no border. Or you could look at Dark Souls: A Japanese game that has a deliberately western looking logo by omitting the letter border.
  2. Subheading: While not as commonly used as the letter border, this is a far more commonly used aspect of design than in western games. The most common use of the subheading is to write the name of the game again in a more easily readable text. Often games with a name written in Kanji or English will have the name written out in subheading in Katakana or Hiragana for this very purpose. Another common use is a brief description of the game or as a visual ” : “. The main variations between subheadings are the placement, and font differentiation. Also subheadings are way more likely to forgo a Letter Border than the main logo.
  3. Visual Flourishes:  These are the least distinctive to Japanese logo design when compared to the first two, but they are an important part of the design. These flourishes are often incorporated into the Title’s letters and often use something emblematic of the game (see the pokeball and the Lunala/Solgleo symbol in the Pokemon Sun/Moon logo).

 

Anyway, that’s all there is for this week. I look forward to being able to show you the new logo when its safe for me to do so, but until then have a great week!

 

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