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Visuals - Coggle Diagram
Visuals
Styles
Fantasy
Great for games with RPG mechanics due to the long standing tradition of role playing games taking on fantasy and magical worlds like Dungeons and Dragons.
Is a good choice for 2D games as a lot of older retro games have fantasy styles and are almost always 2D, thus appealing to nostalgia and tradition.
Sci-Fi
Can be expertly used in games that focus on social commentary as as the future features heavily in commentary on future predictions of the world.
Modern
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Relatively easy to produce due to the abundance of reference materials and simplistic shapes available to the average developer.
Realism
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Takes a lot of time to produce due to the level of detail required for lighting, textures, movement, etc.
Low Poly
Works well for light hearted games and games that are intended to run on older/less powerful hardware.
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Colour Sceme
Dark Red
Great for games about hell-like, demonic, or gory themes due to the blood association.
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Pastel
Great for relaxing games or games without a serious story theme, as pastel is known to be a relaxing colour scheme.
Organic
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Can be difficult to create for people with less of a skill for organic art and more partial towards geometric.
Sci-Fi
Can be seen as bleak or sterile but is also great for games about progress and technological/industrial beauty.
Monochrome
Great for games about depressing or bleak concepts, especially ones set in a post apocalypse.
Perspective
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Side
Good for platformers and games where the player needs to know a lot about their environment's immediate vicinity.
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Third Person
Good for games that are focused on the player more. As it lets the player see more of their character.
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Character/Enemy Design
Simplistic
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Works better for 2D due to the difficulty in making higher quality 2D artwork compared to 3D, which is easier. Also the fact that retro 2D artstyles where quite simplistic so it better appeals to nostalgia for players.
Complex
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Works better for 3D games as modelling and animating is easier in 3D compared to 2D due to the nature of scaling and textures. Also the fact that modern games are usually 3D, especially the higher budget triple-A ones.