📃Readability

Readability in game art refers to how easily players can understand and process visual information during gameplay. A beautiful art style is undermined if it creates confusion, hinders navigation, or makes crucial gameplay elements difficult to discern.

Key Aspects of Readability to Test:

  • Silhouette Recognition: Can players quickly identify characters, enemies, and important objects based on their shape alone, even in fast-paced scenarios?

  • UI Clarity: Are icons, menus, and text elements easily readable and understandable at a glance? Does the UI design fit the overall art style without sacrificing functionality?

  • Foreground/Background Distinction: Do gameplay elements clearly stand out from background environments? Are interactive objects easy to spot?

  • Color Contrast: Is there sufficient contrast between important visual elements for easy identification? Do your color choices take colorblindness into consideration?

  • Visual Effects: Do particle effects, weather, or other visual elements obscure important gameplay information or become distracting?

  • Visual Hierarchy: Does the art style create a clear sense of what's most important for the player to focus on at any given moment?

  • Genre Norms: Does your game adhere to any genre-specific visual cues that aid readability (e.g., health bars in fighting games, clear paths on a platformer level)?

Methods for Gathering Feedback:

  • "What's That?" Moments: Pay close attention to instances where players hesitate, seem confused, or misinterpret a visual element.

  • Intentional Distraction: Test readability in chaotic scenes with lots of movement and effects. Do core UI and gameplay elements remain clear?

  • Timed Challenges: If applicable, see if art style readability impacts player performance in timed challenges or tasks requiring quick visual processing.

  • Accessibility Feedback: Players with colorblindness or other visual impairments can provide invaluable insights on areas where readability can be improved.

Note: Readability may require trade-offs. A hyper-realistic art style may be less readable in fast-paced action than a more stylized approach.

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