Visual Design of Games

Katherine Z Liu
Game Design Fundamentals
2 min readMay 11, 2020

This article is about the game Cheese or Font.

Elements

  • Core: ability to classify as cheese or font, list of cheeses and fonts
  • Supportive: timer, score, navigation buttons, correct answers
  • Extraneous: feedback comments

Thumbnail Sketches

Thumbnails of the original game as it appears on Sporcle and 6 redesigns

Proximity in Design

One of the core elements that I identified was the list of cheeses and fonts. All the names of cheeses/fonts written in the same font, same size, and in close proximity of each other make it clear that they are a collection and are related to each other. The two category titles, “cheese” and “font,” should also be written close to each other. Supporting elements not shown in my thumbnails should be grouped together for ease of access. It would be a hassle to look in one corner of the screen for the timer and in the other corner for the score.

The Legend of Zelda: Breath of the Wild

One game that I and many others find beautiful is The Legend of Zelda: Breath of the Wild. In this inventory screen from the game, you can clearly see the armor in Link’s inventory sorted in a grid, showing the player that these are all clothing items of the same category. You can see another grid square peeking out from the left, but since it’s clearly not part of the same grid as the armor, we can assume that it’s not a piece of armor. The name, stats, and text description about the particular piece of armor are grouped together because they all similarly describe the item.

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