An exploration puzzle-game where a woman searches for her father, during the Portuguese dictatorship.
Hey again!
Today we're here to talk about our UI again, more specifically our game's final logo, as well as its design process.
The general way to go for figuring out a game logo is to take elements from the game and add it into the logo, the icon or both. This makes the logo more original and personal, as what is depicted in there is present in the game, while hopefully making the game stand out more too!
We already had a main concept for the title font, which was made to imitate a letter, as the title is "My Rosemary".
For My Rosemary, we decided to first figure out the key points that we coudl use.
We had three different main ideas:
A rosemary branch
After figuring out what our logo was going to have, we decided to experiment with some more typography and branch positioning. Here is our typography process along with the almost final logo, only missing color:
A collection of different options for our logo.
After choosing the form, we had to color our logo. We decided to have the branch have its green color, with the letters having some warm brownish colors, to reflect the old book feeling our game emanates.
Here is the current logo:
The current logo.
Our logo will still go through more changes as we implement and test how it looks better in-game, which will be posted here later down the line.
And that's all for this one!
See you again soon,
Nymeus Studio
Art progress! This post is solely about the art portion. Further posts about this will be made in the near future.
A post about our newly available Figma Prototype, which you can try right now! More on info in the post itself.
We're Back! Today is finally when we'll be talking about the mechanics behind my Rosemary!
We're back! Once more this in an intermission from the main mechanics post, which will arrive soon. Right now we're going to discuss the game tests we...