Week 8 DevLog Update #7 - LogoMania!!!
Development Log - Update #7
Week Beginning: 23/11/2020
Project Week: 8
NEW! Game Title: "Zombiphobia: On Campus" NEW!
The development process over the last week is discussed below - the new logo still needs a few tweaks but it is just about done and needs road testing for feedback!
In week 7, I was still working with Students V Zombies but it wasn't working for me and wasn't catchy or original enough. A reminder of those logos...
After much digging on dafont.com, I narrowed font styles to 4 options to be adapted to the logo. These 4 gave the right sort of font for the genre but "Nameless Harbour" gave the most flexibility as a starting point. Cracked Brainfeed was too difficult to read, Cracked Jonnie is too spread out and Zombie Control too "finished" and too detailed to be adapted. I also started trialling using eyeballs in the "o's " of Nameless Harbour.
I had a few thoughts on the logo and put it to my tutor for some feedback. He wasn't keen on the rucksack, placing of the Z, the eyeballs or the "clipart"(!! impressed he thought it was clipart!) mortar board. I moved the Z, removed the backpack but the eyes and mortarboard reflect the game - I preferred the logos containing graphics in the moodboard phase.
This week, looked at logo design and noted that they shouldn't have much illustration, fonts and colours are important and these choices need to reflect the content of the game. It's also important that the logo art doesn't fight or compete with the backdrop of the screen.
With regard to colours, this week had a rethink about font, colours and the words in the title of the game and renamed it.
Zombie colours are greens, red, browns, blacks and a bit of yellow. The fonts need to be rough, jagged, brooding and imperfect in their design. Giving a sense of scariness or spookiness wile using uppercase of varying sizes can accentuate the logo and make it stronger.
In photoshop, building the Zombiphobia final logo used techniques such as bevelling, inner glows, "alpha patterns", outer glows, word warping, and more. In order to edit the text after rasterising, it had to be converted to a Smart Object to allow for further layer editing, like colours and bevels.
In the afternoon session, the feedback to the initial Zombiphobia design said it was too busy and there was a lot going on, with the graphics being too big and the letters too small. So this week, I've worked solely on the logo.














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