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1 Style Guide Version 2 Peter Howe [email protected] @peterhowe8

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Page 1: Style Guide2.pdf

1Style Guide

Version 2Peter Howe

[email protected]@peterhowe8

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2

Mud Busters is an endless runner, and side-scrolling shooter game. It follows the adventures of young cyborg Jane, and her quest to use her water-cannon and clean up the local mud monsters, turning them back into pretty plants and flowers.

It is a cartoon styled game that avoids using outlines, and as such, achieves a very simplistic look with block colours and simple shapes and character construction.

The game is aiming for a PEGI OK rating, and as such, it must not contain violence of any kind, sexual elements, drug references or scary scenes.

To combat this, ensure all enemies are mud monsters, being cleaned. They don’t die, and instead turn into plants. The enemies are also comedic in design, to avoid having scary monsters and so on in the game.

Introduction

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General rules are as follows;

• No outlines.• Lines inside are fine, if used sparingly for smaller details.• Water = Good• Mud = Evil• Pink = Good character• Brown = Evil character• Movement is exaggerated. Bendy joints, long strides.

General Rules

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This is the game’s logo, for use both within the game and for outside material, such as promotional art, merchandise, and press releases.

• Mud behind graphic and typeface if they’re joined together. This is the “Full” logo.

• The graphic and typeface can be separated, however if they are, don’t include the mud graphic.

• Typeface used is Edo.

Logo

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5Gill Sans Ultra Bold

MUD BUSTERSMud Busters

ABCDEFGHIJKLMNOPQRSTUVWXYZ!ӣ$%^&*()_+{}:@~?><1234567890

Gill Sans MT Regular

MUD BUSTERSMud Busters

ABCDEFGHIJKLMNOPQRSTUVWXYZ!ӣ$%^&*()_+{}:@~?><1234567890

• Character Speech uses Gill Sans Ultra Bold, 36ptCharacter Speech is rare, and is only ever short phrases, hence the large font size. The text must be edited in Illustrator to emphasise letters or words, and thus some characters may end up bigger than 36pt. This is fine. So is using bold or italics to emphasise words.

• Subtitles use Gill Sans Ultra Bold, 22ptThese stay the same size consistently, and do not use bold or italic variations. UI Subtitles, use this.

• Titles use Gill Sans Ultra Bold, 40ptTitles are used in the UI, for pages such as “Upgrades.” They must be con-sistent, and may not use bold, or italic variants.

• Buttons use Gill Sans Ultra Bold, 22ptButtons within the UI must be consistent and may not use bold or italics.

Typography

• Body Text uses Gill Sans MT Regular, 14ptBody text is used in anything that may contain lots of text, such as upgrade descriptions, or any potential tutorials. These may contain bold and italic variations to emphasise words and points. However, the bulk of the text must be regular, and the size is always a consistent 14pt.

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R:253, G:223, B:197#fddfc5

R:230, G:0, B:126#e6007e

R:56, G:170, B:225#38aae1

R:87, G:87, B:86#575756

R:29, G:29, B:27#1d1d1b

R:255, G:255, B:255#ffffff

R:190, G:22, B:34#be1622

R:255, G:238, B:0#ffee00

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This is the game’s colour palette. Use it within the game and within outside media relating to it.

• Pink is only used within “Good” characters or objects.• Brown is only used within “Bad” characters or objects.• Feel free to use lighter and darker shades of these colours for a desired

effect.• If vibrant, go very vibrant. If dark, don’t go too dark with black and brown

being exceptions to this rule.

Colour Palette

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Jane is the main character of Mud Busters. She’s a young child, with a lot of energy. She’s a cyborg with a water-cannon arm, and loves nothing more than stopping mud monsters.

• Main character’s limbs can be stretched and bent longer than their natural size, for effect, such as emphasising running motions or posing. Try not to use straight bends, aim for curves.

• Her eyes don’t hover over the hair, if the hair is over an eye or eyelash, then it is covered.

• Always keep the body a tube, that can also bend in a variety of ways, albeit more subtle than the limbs.

• No outline, however inner lines are fine for small details.

Jane(Main Character)

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As the main character, Jane is intended to be very expressive. As such, she has a simple face which can be exaggerated for fun effects.

• Feel free to exaggerate facial features in expressions.• Mouth tends to rest at either the left or right,.• When head is turned, don’t give realistic eyelids or lips. Instead, turn the

mouth to the cheek facing the viewer and stop the eyes where the head stops.

Jane’s Expressions

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The Game-Over Mum is the only character with in-game speech, used in the form of comic speech-bubbles. She does so when the player, Jane, is too muddy, and calls her inside to get clean.

• In Game speech is in speech bubbles, keeping them stylized with curled points,• Text emphasised, such as the larger “INSIDE!” in this example.• Typeface is Gills Sans Ultra Bold.• Adult character more rigid than child. Straight bends vs Curved bends. Adulthood VS Child-

hood.

Game Over Mum & Character Text

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R:190, G:22, B:34#be1622

R:255, G:238, B:0#ffee00

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Drone enemies are your regular generic mooks. All have the same hole eyes, and they’re all fairly weak.

• Eyes are holes.• Legs long and bendy.• Takes long strides.• Eyes do not emote.• No Outline. Inner lines for small details are fine.• Made of mud, sags at the bottom of the body, covering the top of the legs.

DroneEnemies

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Expressive enemies are similar to their blank-eyed drone counterparts, except use expressive faces in their design.

• Eyes asymmetrical.• Always showing 3 teeth.• Legless, muddier. Body is sloppy and dripping. Like a muddy slug.• Lacks outlines, inner-lines for details are fine.• Flower on top of the head.

ExpressiveEnemies

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Bosses are bigger enemies that use mechanics of the smaller enemies, and include character design traits from both drone and expressive enemies.

• Combines design elements of regular enemies• Bigger, more threatening. Small elements pull it back to being silly.• Ensure no expression is too scary to avoid higher age ratings.• Bosses wear flower-pots as helmets.• No Outline. Inner-lines are fine for small detail.• Made of mud, dripping and sloppy. • Can have limbs, but never an even amount.

Boss Enemies

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• This is an in-game size chart. Characters should stick to around these sizes in-game.

• However, in promotional material, sizes can be altered for exaggeration, for example, making the boss bigger than usual to imply threat.

Size Chart

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This is one of many mud tunnels from which the monsters came, and live in. Must be able to scroll and begin with trees, so the forest can blend into it. The end of the tunnel needs to end with trees too.

• Environments also lack outlines. Black lines can be used inside for detail.• Small joke details add to theming of game. Such as the painting and treasure chest in this

example.• Any mud must be darker or lighter than the enemies main colours.• Buildings and interiors are cross sections.• Clouds and other elements in further background are separate scrolling layers.

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R:237, G:229, B:65#ede541

R:255, G:255, B:255#ffffff

R:155, G:200, B:109#9bc86d

R:29, G:29, B:27#1d1d1b

R:69, G:131, B:51#458333

R:0, G:111, B:55#006f37

R:104, G:60, B:16#683c10

R:176, G:126, B:74#b07e4a

R:211, G:233. B:244#d3e9f4

R:227, G:16, B:19#e31013

MudEnvironment

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This is the forest, which the mud monsters are slowly advancing on. Since the game scrolls endlessly, backgrounds must be able to too.

• Environments also lack outlines. Black lines can be used inside for detail.• Bright and lots of green. “Good” area full of trees and grass.• Any mud must be darker or lighter than the enemies main colours.• Make sure it can scroll endlessly. No tree halves at the end without a correlating half at the

start.

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R:255, G:255, B:255#ffffff

R:155, G:200, B:109#9bc86d

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R:69, G:131, B:51#458333

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ForestEnvironment

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Environmental objects are all mud-related as they are obstacles to be avoided. Here are their rules;

• Mud related using the main enemy mud colours.• Notifiers to alert player they’re deadly. For example, enemy hole eyes or an

exclamation mark. • No outlines, inner-lines used for small details.

EnvironmentObjects

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Mud Road Block

Mud Puddle

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Collectibles aid the player and can be used as currency and for a higher score. Here are their design rules.

• Collectibles must be things that’re “positive” to a child. Flowers, cupcakes, presents, etc. Makes it obvious they’re good.

• A “good” indicator, for example, is a smiling face, like the plant to the right.• Bright colours, always going to stand out from background and enemies.• No enemy browns used at all.• No outlines, inner-lines used for small details.

Collectibles

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Cupcake

Defeated Enemy Plant

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Power-ups can be found within the game to aid the player, and as such, should be obviously “Good”. Here are the rules to stick by:

• Power-ups are either water-related or game clichés. (Examples here, a fire hydrant and a life-filling heart.)

• Bold and brash colours so they don’t blend with enemies and environ-ments.

• No outlines, inner-lines for details are fine.

Power-Ups& Upgrades

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Health Heart

Fire Hydrant

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The game is a shooter, and thus includes projectiles. Both the player and some enemies can shoot, with the player shooting water, and enemies mud.

• Player projectiles are water. • Player projectiles are sleek and smooth.• Feature no outlines and no inner-lines.• Enemy projectiles are mud.• Enemy projectiles are blobby, and spherical.• Feature no outlines but inner-lines for dripping mud.

Projectiles

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Water Projectile

Mud Projectile

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These are rules for the game’s UI screens, overall. Their layout and design must follow these general guidelines.

• Fits theming of game. Water VS Mud, Character VS Enemy. • Simple, as it’s a Flash game aimed at children.• Branding, large logo & character art.

UI

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21UI Elements

These are elements used within the game’s UI. Buttons, toggles and other interactive elements must follow these rules.

• Toggles use logo’s “no entry” sign when elements are turned off.• Hover enlarges mud puddle buttons.• Selection of mud puddle buttons causes a mud monster footprint to appear

on it.

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Neutral

Hovered

Selected

Toggle On Toggle Off

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22MB/Art/Assets/Character/Chara_NAME.pngMB/Art/Assets/Environment/Env_NAME.pngMB/Art/Assets/Enemy/Ene_NAME.pngMB/Art/Assets/UI/UI_NAME.png

These are the rules of file names, and also file types.

• File-names and folders follow these rules. For the asset file, it should be named a shortened ver-sion of its category then a short, descriptive name. For example, the main character’s running sprite-sheet would be Chara_Run.png.

• In the case of a category having multiple different sections, include them in the name. For example, Ene_Enemy1Run.png.

• Art assets should be PNGs for transparency reasons.• The only exception to this is backgrounds, which can be JPEG as they do not require transparency.• Source files should be .AI, and made in Illustrator as it uses Vectors which can be resized easily.

PNG, AI& JPEG

Files

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23CharacterReferences

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24EnemyReferences

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25Environment References

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26CollectibleReferences

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27Power-UpReferences