Jetboard Joust Devlog #52 – Go Logo!!

Been really ill over Christmas with a very heavy cold/flu and it hasn’t got any better this year as it appears to have developed into sinusitis. Now at least I know why I can barely walk up the stairs without feeling like my head’s going to split open.

So it’s been tough trying to work this week – but I’ve managed to get some done! It was quite a relief not to have to dive right into coding but to start with a fairly significant art task instead – the design of the game logo.

I had an idea of the type of thing I wanted but, as with all art projects, I started by gathering reference material and trying to whittle down ‘stuff I like’ into ‘stuff I like but might have a vague hope of achieving with my limited skills in a reasonable amount of time’.

I eventually settled on four key reference logos…

1. National Petrol
The ‘National’ brand is long-since defunct but I have fond memories of it from my childhood as National petrol stations were the only place in the UK that you could buy Smurfs! I really the the dynamism and simplicity of the main pictogram which has an almost Soviet constructivist feel.

2. Go Jetters – CBeebies
I’d never heard of this TV show (my kids are too old) but I was looking after my niece and nephew over the holiday and they had an activity book from the series. The ‘jet’ reference is obviously relevant and again I like the simplicity. The oblique effect on the type is subtle but adds a lot of dynamics.

3. Trans Am – Ultimate Play The Game
OK so this one’s kind of horrible but cool at the same time. As a kid the ‘Ultimate’ games were like the holy grail of Spectrum gaming. I originally looked at the ‘Jet Pac’ logo for obvious reasons but thought it too heavy and overworked. There’s more of a sense of motion to the ‘Trans Am’ logo and I like the ‘silver dream machine’ feel to it – even if that 70s airbrushed effect is something I’d normally avoid like the plague. It works in context.

4. Asteroids – Atari
I’m a massive fan of the Atari arcade service manual art but the trouble with it as reference is that it’s very intricate and would take more time and skill than I have at my disposal to pull off effectively. The nice thing about the ‘Asteroids’ logo is that it uses a very straightforward typeface in a pretty straightforward manner yet still works extremely well.

I decided to start working in Illustrator rather than Photoshop and to restrict myself to pure black and white. Restrictions are good – and I knew that if I had something that looked good in a single colour it would be easy to add colour later whereas trying to retrofit a colour logo into black and white can be a nightmare. It’s a similar approach to the one I’m taking with the actual game art.

Once I had my reference in place I began experimenting with different typefaces*. Initially I thought I needed something that looked a bit ‘sci-fi’ but, despite finding some nice fonts, everything I tried looked either incorrectly proportioned or too gimmicky. The only typeface that seemed to hit the spot was Helvetica Neue Black Oblique which is very similar to the font used in the Asteroids logo. I rotated the letters anti-clockwise so that the uprights sat directly vertical, spaced the letters very tightly (so much so that some of them joined together) and finally felt like I had something I could work with. I also sheared the logo slightly so that it sat at an exact 25% gradient in order to make it easier to convert to pixel art.

Next step was to add something to make the logo seem more unique and give it more of a feeling of motion. I started by add some ‘wings’ to the tops of the ‘J’ characters based on the ‘winged helmet’ of the National logo. This worked right away! I tried some more curvaceous and illustrative alternatives as well but these all seemed too flouncy so the hard-edged brutalist approach won out ( a good job really as it would be a whole lot easier to realise as low-res pixel art). I also added similar ‘wings’ to the right side of the logo which seemed to balance better.

I then tried to increase the motion effect by adding Dyno-Rod style arrow-type shapes at the top-left of letters where there was a lot of negative space. As well as making the lettering seem more dynamic this also had the benefit of filling in the negative space, thus making the letters seems as if they were spaced more evenly.

Lastly I felt the logo needed something to kind of tie it all together a bit more so I experimented with various ‘underline’ effects and illustrative elements, eventually settling for a simple ‘double underline’ consistent with the National-style ‘wings’ on the letters. It doesn’t look like it but the little angled section on the right of the underline took a long time to get right!

Once this was in place I noticed that the ‘wings’ gave the type an almost 3D effect – I liked this (for some reason it reminded me a bit of the 20th Century Fox logo) so I tweaked the angles and lengths to exaggerate the effect.

At this point I was pretty happy with the vector version so I moved on to converting it to low-res pixel art. I began working at a resolution of 256 pixels wide as this seemed to scale nicely for the title screen.

The most time-consuming stage of creating the pixel art version was tidying up the original, rasterized, black and white version so that it looked as good as possible. I realigned all the angled lines so that any that run parallel ‘step up’ at the same time and also changed the angle at the end of the ‘wings’ so that this ran at 45 degrees which looked a lot tidier and didn’t really seem to affect the overall feel.

After this it was a matter of playing around with outlines, drop-shadows and highlights in Photoshop until I found something I liked then tidying it up manually. The final stage was to add some ‘shine’ to the letters (a bit like the ‘Trans Am’ logo) and a final bit of texture by manually dithering the edges of the ‘shine’ and adding some rivets.

I’m pretty pleased with the end result – it looks clear, dynamic, and has a kind of accidental retro/art-deco sci-fi quality that I like. Reminds me of ‘Flash Gordon’ or some of the work by French comic artist Moebius, neither of which are reference points to be ashamed of. The pixel art version could still do with more texture (possibly) but it was hard to do this with the limited palette I’d set myself, and these things can always be better so maybe I’ll revisit at some stage – for now though it’s time to get it integrated into the game!

* Whilst doing this I came across this really useful tool – it’s like Shazam for fonts and actually works (did for me anyway)!

Dev Time: 2 days
Total Dev Time: approx 93.5 days

previous | next

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Gathering Reference Material

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Unsuccessfully Experimenting With Typefaces

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The Final Flat Vector Version

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The Final Pixel Art Version (Click To See 2:1)


Two Day’s Work In Ten Seconds
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