Timeline for Interfaces 101: Making it Pretty
Current License: CC BY-SA 3.0
5 events
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Oct 8, 2011 at 11:41 | comment | added | Kylotan | And my point is that they don't decide between blue or green. They're usually working on a higher level to that, picking entire schemes based on an aesthetic, rather than making individual decisions on the detail. That's my experience of artists, anyway. | |
Oct 7, 2011 at 14:55 | comment | added | ashes999 | I don't care about blue vs. green. I care about "Here's how you decide on blue vs. green: ..." | |
Oct 7, 2011 at 14:28 | comment | added | Kylotan | I think you're looking for programmer-style answers to artist-style questions. :) I don't think they'll think on such a low level as "blue vs green" when picking a colour scheme. Instead they'll pick a whole scheme of complementary colours, based partly on personal preference and perhaps on adherence to the game's theme, if that theme intrinsically suggests a colour scheme. | |
Oct 7, 2011 at 14:18 | comment | added | ashes999 | See my edits about picking blue vs. green. It's not just the theme, I can handle theme; it's the arbitrary decisions that get me, like colour scheme. | |
Oct 7, 2011 at 14:08 | history | answered | Kylotan | CC BY-SA 3.0 |