{"author_link":"\/users\/kiirohanabi","author_name":"KiiroHanabi","author_uid":"kiirohanabi","comments":[],"epoch":1534583294,"event":"LD42","format":"md","ldjam_node_id":117648,"likes":12,"metadata":{"p_key":"121059","p_author":"KiiroHanabi","p_authorkey":"1036918","p_urlkey":"337094","p_title":"About Graphic Design! Dev Log 1","p_cat":"LDJam ","p_event":"LD42","p_time":"1534583294","p_likes":"12","p_comments":"0","p_status":"WAYBACK","us_key":"1036918","us_name":"KiiroHanabi","us_username":"kiirohanabi","event_start":"1533859200","event_key":"73","event_name":"LD 42"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD42","removed_author":false},"_superparent":97793,"_trust":2,"author":36918,"body":"### Hi! I wanted to talk a little bit about the Graphic Design of our game, Take care of her, that you can play by clicking [here](https:\/\/ldjam.com\/events\/ludum-dare\/42\/take-care-of-her-1) if you haven\u2019t already!\n\nI\u2019ll stay spoiler-free so you can still read this, it may change the way you\u2019ll see the graphics in a good way.\n\nThe main goal was to use graphics to reinforce the story, and help visualization while being fun to watch. My main inspiration is the **Bauhaus** movement, created at the end of the 1910\u2019s. Bauhaus inspired modern graphic design in so many ways you don\u2019t even realise it.\n\n**Even Ludum Dare logo font is inspired by Bauhaus!**\n\n![bauhaus.jpg](\/\/\/raw\/630\/9\/z\/1a2cd.jpg)\n\n*This poster is an example among others of what inspired me when making the illustrations of the game.*\n\nIt is about **sharp lines, flat-design, strong and bold letters, and fluidity.** I tried to replicate that effect as good as I could.\n\n- Each illustration is based on a **keyword**, with a big font-size, from which **many lines** come out and stretch beyond the screen. Choosing the number of lines is important: many lines can evocate **overwhelmness, or a precise number**, while a reduced number of lines can evocate **loneliness, void, or singularity**.\n\n- Colors help transmitting emotion, and can define precise things. I used it to **set a rhythm** in the design, but also to **define precise characters**, and set an **atmosphere**.\n\n### Let\u2019s try with our Ludum Dare logo and the [Submission Day post](https:\/\/ldjam.com\/events\/ludum-dare\/42\/placeholder\/submission-day-what-heres-what-happened):\n\n![Capture d\u2019\u00e9cran (373).png](\/\/\/raw\/630\/9\/z\/1a2d4.png)\n\nHere, the keyword is inclined, suggesting **disorder**. The three small texts being all over the place reinforce the impression. The blue background gives enough structure to make this text an **important** one, while the color itself creates a good **color-blocking** with the orange. The yellow shapes create a beautiful **gradient** with the two shades of orange and the circular aspect make them look like a **clock**, while the blue and yellow combination evocates the **sky and the sun**, which are present during the day.\n\nDo you get it? Disorder, day, clock: **it's Submission Day!**\n\n### This is how I designed the whole game and if you're interested in this I'd be very happy if you play our game : [Take care of her](https:\/\/ldjam.com\/events\/ludum-dare\/42\/take-care-of-her-1).\n","comments":1,"comments-timestamp":"2023-02-19T14:30:53Z","created":"2018-08-18T08:23:12Z","files":[],"files-timestamp":0,"id":117648,"love":12,"love-timestamp":"2018-08-25T22:22:41Z","meta":[],"modified":"2023-02-19T14:30:53Z","name":"About Graphic Design! Dev Log 1","node-timestamp":"2018-08-18T09:17:24Z","parent":109788,"parents":[1,5,9,97793,109788],"path":"\/events\/ludum-dare\/42\/take-care-of-her-1\/about-graphic-design-dev-log-1","published":"2018-08-18T09:08:14Z","scope":"public","slug":"about-graphic-design-dev-log-1","subsubtype":"","subtype":"","type":"post","version":351558},"node_metadata":{"n_key":"117648","n_urlkey":"337094","n_parent":"109788","n_path":"\/events\/ludum-dare\/42\/take-care-of-her-1\/about-graphic-design-dev-log-1","n_slug":"about-graphic-design-dev-log-1","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"36918","n_created":"1534580592","n_modified":"1676817053","n_version":"351558","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/42\/take-care-of-her-1\/about-graphic-design-dev-log-1","text":"### Hi! I wanted to talk a little bit about the Graphic Design of our game, Take care of her, that you can play by clicking [here](https:\/\/ldjam.com\/events\/ludum-dare\/42\/take-care-of-her-1) if you haven\u2019t already!\n\nI\u2019ll stay spoiler-free so you can still read this, it may change the way you\u2019ll see the graphics in a good way.\n\nThe main goal was to use graphics to reinforce the story, and help visualization while being fun to watch. My main inspiration is the **Bauhaus** movement, created at the end of the 1910\u2019s. Bauhaus inspired modern graphic design in so many ways you don\u2019t even realise it.\n\n**Even Ludum Dare logo font is inspired by Bauhaus!**\n\n![bauhaus.jpg](\/\/\/raw\/630\/9\/z\/1a2cd.jpg)\n\n*This poster is an example among others of what inspired me when making the illustrations of the game.*\n\nIt is about **sharp lines, flat-design, strong and bold letters, and fluidity.** I tried to replicate that effect as good as I could.\n\n- Each illustration is based on a **keyword**, with a big font-size, from which **many lines** come out and stretch beyond the screen. Choosing the number of lines is important: many lines can evocate **overwhelmness, or a precise number**, while a reduced number of lines can evocate **loneliness, void, or singularity**.\n\n- Colors help transmitting emotion, and can define precise things. I used it to **set a rhythm** in the design, but also to **define precise characters**, and set an **atmosphere**.\n\n### Let\u2019s try with our Ludum Dare logo and the [Submission Day post](https:\/\/ldjam.com\/events\/ludum-dare\/42\/placeholder\/submission-day-what-heres-what-happened):\n\n![Capture d\u2019\u00e9cran (373).png](\/\/\/raw\/630\/9\/z\/1a2d4.png)\n\nHere, the keyword is inclined, suggesting **disorder**. The three small texts being all over the place reinforce the impression. The blue background gives enough structure to make this text an **important** one, while the color itself creates a good **color-blocking** with the orange. The yellow shapes create a beautiful **gradient** with the two shades of orange and the circular aspect make them look like a **clock**, while the blue and yellow combination evocates the **sky and the sun**, which are present during the day.\n\nDo you get it? Disorder, day, clock: **it's Submission Day!**\n\n### This is how I designed the whole game and if you're interested in this I'd be very happy if you play our game : [Take care of her](https:\/\/ldjam.com\/events\/ludum-dare\/42\/take-care-of-her-1).\n","title":"About Graphic Design! Dev Log 1","wayback_source":[]}