Color theory is a way of approaching color schemes to achieve a wanted effect or visual. The first article explains how the eye works and how it perceives color. From there it explains additive color, subtractive color, and gives possible color schemes. I knew of basic color theory and was able to follow the reading up until it talked about subtractive color. Subtractive color was a bit confusing for me and understanding what color is absorbed to reflect another color lost me a bit. Other than that, I was able to understand the different color schemes like monochromatic, analogous, etc.
In the Goethe article, I like how he saw color as a mix of perception, lighting, and the object itself. Different combinations of the three can change the color of an object. How one person perceives an object will not be the same as how another person perceives that same object. It is interesting how something like color theory can reflect the differences among us as humans and how color theory can show us that everyone is unique.
This piece by Eric Zimmerman outlines a process for creative design that he calls “iterative design”. This process involves starting with as minimal framework as possible and creating successive iterations of the product to continually improve upon the project as a whole. Changes are made as needed as the development process enters distinct stages. Zimmerman, a game designer, uses his own creations as examples. First up is SiSSYFiGHT, an online in-browser multiplayer strategy game. SiSSYFiGHT’s development began with Zimmerman and his team making the framework for the mechanics of the game by writing on paper. Only then was it digitized, and it underwent several iterations before becoming a full game with a UI that testers could play. LOOP is his next example, a game that involves catching bugs by drawing loops on the screen. LOOP was perfect for iterative design, because its initial UI allowed developers to efficiently switch between playing it and altering it. Like SiSSYFiGHT, the initial iterations of the game were played by the developers and a group of beta testers got to play more polished versions. Zimmerman’s final example is called LEGO Junkbot, a game that is unique because the player cannot control the main character, but rather they alter the world around him. Since the in-game world consisted of movable LEGO blocks, the first iterations of this project were physical: the team used actual LEGOs to brainstorm ideas. After switching to the digital format, the team made many more iterations in order to make the game enjoyable, adding new mechanics along the way. Zimmerman contrasts his method of design with traditional game development, in which a final project is conceptualized and developers try to recreate this conceptualization as best as they can. I understand the advantages that iterative design offers; as Zimmerman says, it is a process of research. It is flexible, and is by nature tailors its product to its user’s enjoyment. However, I would like to know what downsides, if any, Zimmerman sees to this method. After all, if this process is so perfect then why is it a minority in the game development world?