Voodoo art
Manual.
Or how to quickly boost your game.
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Summary.
4 to 14 …… Graphic tips
15 to 19 …… Optimization tips
20 to 23 …… Scene tips
24 to 28 …… UI tips
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Be prepared to make your
game punchy.
F ind in this little manual many artistic tips to quickly
catch players by offering a game with an impactive look.
T he technical art tips can also save your game
performances.
3
Add a great look to your
materials.
1 to 5 min / material
A void using the Unity « Standard » material and
prioritize a “cartoon style” shader (There are a lot of
them on Unity Store). A cartoony shader is simplified and
optimized for quick and efficient use.
F urthermore standard shaders sometimes need to
generate light maps in order to work properly. If they’re
missing or corrupted the game will end up being very
dark.
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5
A cartoon shader is optimized to quickly obtain a
good colorimetry.
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B y using these types of shaders, you will obtain better
contrasts and better readability.
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Explore endless
possibilities.
1 to 5 min / material
8
Avoid black shadows.
>1 min / material
9
Avoid aggressive colors for
your assets.
E ach of the colors you choose is a message to your
players, so it's very important to make them feel
comfortable.
10
Creative templates
exemples.
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The prohibited colors.
L ight purple, white and black are highly not
recommended. In Unity light purple represents missing
materials and can create confusion in production, white
goes over fx (glow, particles, stars, etc.) and black
absorbs the light and the contrasts.
12
Check your contrasts.
C ontrasts can be applied to a lot of different ways.
You must seek for every of them to maximize the impact
of your visuals on the audience.
U se black & white filter to help you identify your
contrast issues. Protect the colors for gameplay
elements from environment colors.
13
Shape your contrasts.
G ive a unique shape language to each gameplay
element (roundish = positive, Spiky = negative/danger).
And avoid having the same saturation level everywhere.
Contrast can also come in scales too!
14
Check your level of Details.
E nsure that your elements will always be higher in details if
the player can move close to it and put less details on areas
that are for background purpose only. You can even use 2D
for objects that are close to the horizon.
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The Unity triangle system.
U nity creates a triangle by dividing the square faces.
Often, external packages get very heavy when integrated
into Unity.
F ind here some recommendations for numerous
props :
Small props (eg: plants, boxes) : =/< 50 tris
Medium props (eg: trees, =/< 300 tris
Big props (eg: mountains, houses) =/< 600 tris
16
Display the number of
triangles.
W hen you select a mesh you can display the number
of triangles in Unity.
17
Avoid triangles to reach
performances.
I f you have an asset that has been duplicated several
times, pay attention to its number of triangles. (Triangles
only appear when the props is in Unity)
18
« 2 » is the best friend of
your images.
I f you want to add images in your project (Icons,
textures, etc…) pay attention to their ratio: it must be in a
power of 2. If not a single image will be much heavier
and can damage your performances.
Example :
small images : 128 x 128, 128 x 256, 256 x 256
medium images : 512 x 512, 1024 x 1024 ( only if really
necessary )
You should think of the resolution of your images
relative to the surface they cover on screen. A full
screen image can be 1024px sized but an object that
only covers 25% of the screen will be 256px wide
instead.
Y ou can also use the atlas feature if you feel
comfortable with it.
19
Shadows or not shadows,
that’s the question (Light).
T he shadows created by your light are very important
to bring depth to your game.
Y ou can manage the shadows created by your light in the
project quality settings. You can choose to use soft (heavier)
or hard (lighter) shadows.
T he shadows created by your light can change the look of
your game, but Unity has to render twice to draw the
shadows so you should turn some of them off if you have a lot
of props, very detailed props or special requirements.
20
Add water on your scene.
5-10 min / integration
W ater works very well in mobile games (Usually
+20% uplift) so you definitely should add it in your game.
A void low poly style water, dark colors, static textures
and water shaders. Use animated textures instead.
21
Reward your players.
🎉 🎉 🎉
I t is very important to reward your players when they
win but also when they lose!
T he positivity of your game goes through your choice
of colors but also through the visual rewards that you
add. Obviously, be careful not to add too many effects
but be sure to add some on collectibles and end
screens.
C onfettis particles are the most popular but you can
also use star shower, glitter, etc…
22
Take care of your sky.
5-10 min / integration
I t is very important to pay attention to your sky. The sky
takes a big part of the screen in most games, and ugly
skies can damage your KPIs.
A joyful color brings a feeling of well-being, but dark
or discordant colors hurt the eyes.
A dding primitive shapes or clouds to your background
improves the progression feeling.
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More about UI.
<5 min / button
U sually the UI does not improve the KPIs, but an
unreadable user interface could damage them.
Y our buttons should look clickable. Avoid exotic
shapes or bubbles for main menus.
T he bottom area is the easiest for players to click. We
can estimate that the buttons at the bottom right
have a 50% chance of being clicked, a 40% chance
for the buttons at the bottom left and only 10% for the
buttons at the top.
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The Voodoo UI template.
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Heat Map.
27
Split your canvas in
multiple prefabs.
S plit your canvas in different prefabs for each view of your
UI :
✅ 1 prefab for the main menu
✅ 1 prefab for the Win screen
✅ 1 prefab for the lose screen
Etc…
B y doing this you’ll be able to update part of your UI
without pushing everything.
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A good UX structure brings
a good experience.
A void multi-colored buttons, each color you use is an
information. Find a good example below:
M ake sure all of your buttons are the same size and follow
the same guidelines on each part of the user interface.
A void using a « PLAY » button and prioritize a simple
outlined text like « TAP TO START ».
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Questions?
I f you need any additional information about our
recommendations please reach your PM and he.she.they will
put you in touch with the GameOps Art team.
Resources.
F ind some resources you need here.
Edited by the
Game Ops team
written by Antony Oms & Florian Laizet
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