*** WELCOME 2 MY HOMEPAGE *** BEST VIEWED IN 800x600 *** SIGN MY GUESTBOOK *** UNDER CONSTRUCTION *** WELCOME 2 MY HOMEPAGE ***
🌟💾🎮💿🌟

UNIT B1

~*~ Ur Own Visual Identity ~*~

NEW!!! UPDATED TODAY!!

👽 READ THIS FIRST 👽

Do not scroll past this. Do not open a new tab. Do not look at anything.

Design a logo for yourself. Right now. You have 20 minutes.

Paper and pen, Figma, Photoshop, MS Paint, Aseprite — whatever is nearest. Put your name or your initials on it. Pick some colours. Make it look like you.

Rules of Stage 0:

  • No research. No Pinterest. No "logo ideas" search.
  • No asking an AI to make it.
  • Don't fix it later. Save it. Date it. You will need it again.
  • It is allowed to be bad. It is supposed to be bad.

This is your control sample. At the end of the unit you make a second one, and the gap between them is your evidence that you learned something.

WHY DOES THIS SITE LOOK LIKE THIS?
Every single word on this page is also on the real site. Same brief. Same 20 minutes. Same rules.

You didn't want to read it. That is the entire unit, demonstrated on you, in about eleven seconds.
"I'M A CODER, NOT AN ARTIST"
Grand. Your GitHub profile, your itch.io page, your Steam capsule, your CV and your showreel are all things a stranger looks at for four seconds before deciding whether you're worth a reply.

You don't get to skip the four seconds.
🚧 SITE UNDER CONSTRUCTION 🚧 PLZ COME BACK L8R 🚧

🏆 COOL SITE OF THE DAY🥇 NETSCAPE NOW!💎 HTML 3.2 VALIDATED

Visitors since 1998:

00042

(you have to do the 20 minutes first. seriously.)

© Belfast Metropolitan College • Creative Media Practice • this page is a joke, the brief is not

Not signed in

Your work is saved in this browser only — same machine, same browser, same name brings it back. It is not sent anywhere. When you're finished, use Export my identity spec at the bottom of Stage 13 and upload that file to Canvas.

Stage 01 · Diagnose

Identical words. One of them you actually read.

You just skimmed a page you couldn't wait to leave. Every instruction on it is repeated below. Nothing changed except typeface, colour, spacing and hierarchy — and suddenly it's readable. That gap is the whole unit, and it is worth money to you.

The old site
~*~ Ur Own Visual Identity ~*~

Design a logo for yourself. Right now!!! U have 20 mins!!

No research. No Pinterest. Don't fix it l8r.

CLICK HERE 2 START
This site
Stage 0 · 20 minutes
Make your logo before you know anything

No research. No references. Save it, date it, don't touch it again.

Start Stage 0

What you are producing by the end of B1

Artefact 1

Two logos

Your untrained Stage 0 mark, and your final professional ident. Both submitted. The comparison is the evidence.

Artefact 2

An identity spec

Palette with hex values and contrast ratios, type pairing, logo lockups, clear space, do/don't rules.

Artefact 3

A themed showreel

Title card, lower thirds and end card all built from your identity, not from a template you found.

Artefact 4

A themed LinkedIn

Banner, avatar, headline and featured section that visibly belong to the same identity as the reel.

Artefact 5

A research file

LO1. Analysis of real logos, real reels, real developer profiles — with judgements, not descriptions.

Artefact 6

A reflection

What was wrong with the Stage 0 mark, in the vocabulary you didn't have when you drew it.

Why this matters if you're a programmer

A studio hiring a junior gets 200+ applications for one gameplay role. Nobody reads 200 CVs — they scan them. Your work is judged through a portfolio site, a reel thumbnail, an itch.io page and a GitHub profile, all of which are visual artefacts before they are technical ones. You can write a beautiful ECS and still get filtered out at the thumbnail. Visual design is not decoration on top of your skill; it is the interface to your skill.

Stage 02 · Learning outcome 1

Research is judgement, not screenshots

A pass-grade research file lists things. A distinction-grade research file explains why they work, in terms someone can act on. The difference is one question: "and what does that do?"

Describing — capped low
"This logo is blue and white. It has a shape that looks like a fox. The font is bold. I like it because it looks professional."
Analysing — the grade you want
"A pictorial mark plus wordmark. The mark reads at 16px because it's built from three shapes with no internal detail. Two colours only, so it survives one-colour print. The wordmark's heavy weight balances the mark's mass, and the x-height is tall enough that it holds up small. Weakness: at reverse on a dark background the mark loses its edge."

Analyse five logos

Pick five from real studios or developers — mix a big publisher, an indie studio, a solo dev, a tools company and one you think is genuinely bad. For each, answer all five columns. Do not write "it looks nice".

ColumnThe question you are actually answering
TypeWordmark, lettermark, pictorial, abstract, mascot, combination or emblem? Why did they choose that one for their situation?
ConstructionHow many colours? How many distinct shapes? Custom lettering or a retail typeface? Any gradient it can't survive without?
BehaviourWhat happens at 16px, in one colour, embroidered on a hoodie, and on a busy screenshot? Go and check — shrink it in a browser.
FitWhat does it say about the studio, and is that true? A horror studio with a rounded pastel mark has a problem.
StealOne specific decision you will use in your own mark, and one you'll avoid.

Analyse three showreels

Find three junior or graduate games reels (ArtStation, Vimeo, YouTube, university grad showcases). Watch each twice: once as a viewer, once with a stopwatch.

  • First 10 seconds. What did they lead with? Did it make you keep watching, and why?
  • Length and pacing. Total runtime. How long does the average shot hold? Do cuts land on the music?
  • Attribution. Can you tell what they did on each shot, or is it a mystery? Where is that text placed and can you read it in motion?
  • Identity. Is there a consistent title card, lower third and end card — or three different fonts and a stock template?
  • The end card. Name, role, contact. Held for how long? Could you actually write it down?

Analyse three developer profiles

Two LinkedIn profiles of working games developers and one portfolio site or itch.io page. Look specifically at whether the banner, avatar, headline and featured work read as one identity or four unrelated tabs.

Referencing

Every image, logo and frame in your research file needs a source and a date. Analysing someone's logo is fine and expected. Redrawing it, or "adapting" it into your own mark, is not — that's the fastest way to fail the unit and, later, to get a letter from someone's legal team.

Stage 03 · Theory

Hierarchy is the only thing the viewer asked for

Design isn't making things pretty. It's controlling the order someone perceives information in. If everything shouts, nothing is heard — which is precisely why the old site was unreadable.

The four that fix 80% of student work

Contrast

If two things are different, make them obviously different. Slightly bigger and slightly bolder reads as a mistake. The most common failure in student layouts is timid contrast: 16px vs 18px. Go 16px vs 34px.

Repetition

Reuse the same weights, spacings and colours across every slide, card and lower third. Repetition is literally what "having an identity" means — a system, not a one-off.

Alignment

Nothing is placed arbitrarily. Every element lines up with something else. Centring everything is the tell of an untrained layout — pick a strong left edge and hold it.

Proximity

Things that belong together sit together, with space around the group. A caption 4px from its image and 40px from the next one needs no box, no line and no colour to be understood.

Gestalt: why proximity works

Your visual system groups things before you consciously read them. You can exploit this or fight it — you can't switch it off.

PrincipleWhat the eye doesUse it for
ProximityNear things are one groupGrouping without boxes or dividers
SimilarityThings that look alike do alikeAll your buttons look like buttons
ClosureFills in missing edgesNegative-space logos — the mark you don't draw
ContinuityFollows lines and curvesLeading the eye through a reel frame
Common regionA shared container = a setCards, panels, lower-third plates
Figure / groundDecides what is object, what is backdropMaking the logo the figure, not a texture

Whitespace is not wasted space

Space is the cheapest tool you have and the one coders resist hardest, because an empty region looks like unused capacity. It isn't. Space is what creates grouping, tells the eye where to rest, and makes a thing look expensive. Cramming a slide to the edges makes your work look like a school project regardless of how good the work is.

The squint test

Half-close your eyes at any layout you've made until the detail disappears. What's left should still show a clear order: one dominant thing, one secondary thing, a body of grey texture. If it goes to uniform mush, you have no hierarchy. Do this to your logo, your reel frames and your LinkedIn banner. It takes two seconds and it's the single most useful habit in this unit — the site is named after it.

Stage 04 · Theory

Colour is three numbers, not a vibe

Hex codes hide what's actually happening. Think in hue (which colour), saturation (how pure) and lightness (how much white or black) — HSL — and palettes stop being guesswork.

TermMeans
HuePosition on the wheel, 0–360°. Red 0, yellow 60, green 120, cyan 180, blue 240, magenta 300.
SaturationHow far from grey. 100% is a screaming pure ink; 0% is grey.
LightnessHow much white or black is in it. This is the one students ignore, and it's the one that does the work.
Tint / shade / toneHue + white / + black / + grey.
Value contrastDifference in lightness. This is what makes text readable — not hue difference.

Harmonies — recipes, not laws

Monochrome

One hue, many lightnesses. Impossible to make ugly, easy to make boring. Safest choice for a first identity.

Analogous

Neighbours on the wheel (±30°). Harmonious and calm. Needs strong lightness contrast or it turns to soup.

Complementary

Opposites (180°). Maximum energy. At full saturation the edges visibly buzz — desaturate one side or use it only as a small accent.

Split complementary

The two neighbours of the opposite. Nearly all the punch, far less vibration. Usually the best answer.

Triadic

Three hues 120° apart. Vivid and playful. Almost always needs one dominant and two tiny.

Tetradic

Two complementary pairs. Very hard to control. Not your first identity.

The 60 / 30 / 10 split

Roughly 60% of a composition in your dominant colour (usually a near-neutral), 30% secondary, 10% accent. The accent is the one that gets to be loud — and because it's only 10%, it stays loud. Give a colour 50% of the frame and it stops being an accent and starts being a background.

Neutrals decide whether it looks professional

Beginners obsess over the accent and use #808080 for everything else. A grey with a few degrees of hue bias toward your accent reads as chosen; a pure mid-grey reads as default. Try hsl(220 12% 45%) next to hsl(0 0% 45%) and the difference is immediate.

Colour and the people who can't see yours

Around 8% of men and roughly 0.5% of women of Northern European descent have some form of red–green colour vision deficiency. In a class of 24, that's likely one or two people. In a Steam audience, it's hundreds of thousands.

  • Never encode meaning in hue alone. Red bar / green bar with no label, icon or position difference is inaccessible. Add a shape, a word, a pattern — this site's own pass/fail chips carry the words AA and FAIL for exactly that reason.
  • Red and green at the same lightness are the classic trap. If you must use both, separate them by value, not just hue.
  • Simultaneous contrast: the same grey looks lighter on black and darker on white. Judge a colour on the background it will actually sit on, never in the swatch panel.
Do this now

Go to Stage 08 and build your palette. Come back for the rest of the theory afterwards if you like — the builder checks your contrast ratios live, and seeing a pair fail is worth more than reading about it.

Stage 05 · Theory

Your typeface is doing more talking than your logo

A wordmark is typography. A title card is typography. A CV is typography. If you learn one thing in B1 that pays you back forever, make it this.

Classification, briefly

ClassFeelWatch for
Old style / humanist serifLiterary, established, warmReads beautifully long-form; can feel slow for UI
Transitional / modern serifFormal, sharp, editorialThin strokes vanish at small sizes and in video compression
Slab serifSturdy, blunt, industrialHeavy weights clog at small sizes
Grotesque / neo-grotesque sansNeutral, engineered, currentNeutral also means forgettable — you must add the personality elsewhere
Geometric sansClean, modern, rationalCircular letterforms hurt readability in long text
Humanist sansApproachable, readableThe safest body face for interfaces
MonospaceTechnical, precise, codePerfect for labels and data. Never for paragraphs.
Display / scriptLoud, specific, one job onlyBig sizes only. One per project. Never body text.

Pairing: contrast in role, agreement in feel

Two typefaces that are similar look like a mistake. Two that are opposite in role but agree in mood look deliberate. A common professional pattern, and the one this site uses:

Display

Bricolage Grotesque

Headings only. Has personality — slightly irregular, a bit mechanical. Earns its keep at large sizes.

Text

Public Sans

Everything you read in paragraphs. Deliberately quiet. Tall x-height, open counters, survives small sizes.

Utility

JetBrains Mono

Labels, hex codes, ratios, timecodes. A mono face is right here because the content is technical — that's the honest reason to pick one.

Set a scale and stay on it

Pick a ratio and generate your sizes from a base of 16px, then only ever use sizes from that list. A major third (1.25) gives 16 → 20 → 25 → 31 → 39 → 49. A perfect fourth (1.333) gives 16 → 21 → 28 → 38 → 50 and is punchier. Arbitrary sizes — 17px here, 23px there — are exactly what makes student work feel unresolved even when nothing is obviously wrong.

The numbers that make text readable

SettingTargetWhy
Measure (line length)45–75 charactersLonger and the eye loses the return sweep to the next line; shorter and the rhythm breaks
Body line-height1.4 – 1.6Tight leading makes lines merge; loose leading breaks the paragraph into stripes
Heading line-height1.0 – 1.2Big type already has visual space; default leading looks like a gap
Large display tracking−1% to −3%Letters look further apart as size increases; pull them back in
Uppercase small labels+8% to +16%Caps have no ascenders/descenders to separate them — space does the work
Minimum UI body size16pxBelow this, most people are working harder than they should be

Kerning vs tracking — you will be asked

Kerning is the space between two specific letters (the classic problem pairs: AV, To, Wa, LT). Tracking is uniform space applied across a whole run. When you build a wordmark you kern by hand, letter pair by letter pair, because retail typefaces are kerned for paragraphs, not for six letters at 200px.

Free, licensable, safe for your identity

Google Fonts, Fontshare and the Open Font Library are all free for commercial use — which matters, because your ident goes on a product. Do not lift a typeface from a torrent and put it on a game you sell. And avoid the four faces that instantly date student work: Papyrus, Comic Sans, Impact-with-a-black-outline, and any "gamer" font with dripping edges.

Stage 06 · Theory

Interface readability has actual numbers in it

Good news for programmers: this part is a spec. WCAG 2.2 gives you thresholds you can test, automate and argue with. Ignoring them is how games ship with subtitles nobody can read.

Contrast thresholds you must know

WhatAA minimumAAANotes
Body text4.5 : 17 : 1Anything under ~18.66px bold or 24px regular
Large text3 : 14.5 : 124px+ regular, or 18.66px+ bold
UI components & graphics3 : 1Input borders, icons, focus rings, chart series, toggle states
Decorative / disabledno minimumBut if a user needs to read it, it isn't decorative

The ratio runs from 1:1 (identical) to 21:1 (pure black on pure white). It's computed from relative luminance — which is why two colours with wildly different hues but the same lightness can score about 1.2:1 and be genuinely unreadable together. The builder in Stage 08 calculates this live for every colour you pick.

Beyond contrast

  • Text on imagery — a screenshot is not a background. Add a plate, a scrim gradient, or a solid bar. Your reel's lower thirds depend on this.
  • Touch and click targets — aim for roughly 44×44px of interactive area, even if the visible icon is smaller. WCAG 2.2 sets a 24×24 minimum; 44 is the comfortable target.
  • Focus visible — keyboard users must see where they are. Never outline:none without a replacement. Tab through this page and watch the ring.
  • Don't rely on colour alone — pair it with text, an icon, a position or a pattern.
  • Motion — respect prefers-reduced-motion. Vestibular disorders are real and parallax makes people ill.
  • Line length in subtitles — around 32–42 characters per line, two lines maximum, is the broadcast convention. Games routinely get this wrong.

Why this belongs in a games portfolio

Accessibility is now a hiring topic. Platform holders require it, publishers ask about it, and a junior who can say "I checked our HUD contrast at 4.5:1 and added shape coding to the status icons" sounds like someone who has worked on a real team. It's also, conveniently, the part of visual design that has right answers — so it's the cheapest credibility you can buy.

Stage 07 · Theory

A logo is an identification system under stress

Not a picture. Not an illustration. A mark that has to stay recognisable at 16 pixels, in one colour, upside down on a hoodie, and on top of a screenshot of your own game.

Seven types, and when each is right

TypeWhat it isRight when
WordmarkThe full name, set and customisedYour name is short and you need people to learn it
LettermarkInitials onlyThe full name is long; needs an established name to work alone
PictorialA recognisable object, simplifiedThere's a concrete idea worth owning
AbstractA geometric mark with no literal referentYou want something ownable and non-obvious — hardest to do well
MascotA characterConsumer-facing, playful, and you can actually draw
CombinationMark + wordmark, usable together or apartAlmost always the right answer for a solo developer. Mark for the avatar, wordmark for the CV.
EmblemText locked inside a shapeBadge/crest feel — but it fails hard at small sizes

The five tests it has to pass

1 · Small

Render it at 16×16. That's a browser favicon, a Discord avatar and a GitHub icon. If the internal detail turns to mud, delete the detail — don't shrink it further.

2 · One colour

Solid black on white, and solid white on black. Any mark that only exists as a gradient will fail on merch, on an invoice, laser-etched, or in a sponsor row.

3 · Squint

Blur it. Does the silhouette still read as one distinctive shape? Silhouette is what people actually remember.

4 · Busy background

Drop it onto a screenshot of a game. Does it hold, or does it dissolve? This is where a clear-space rule and a knockout version earn their existence.

5 · Redraw

Show it to someone for five seconds, then ask them to draw it from memory. If they can't, it's too complex to be a logo.

Bonus · Search

Reverse-image-search your idea before you commit. Accidentally rebuilding an existing studio's mark is a real and common disaster.

The games-dev logo clichés

These appear in roughly one in three student identities, so using one guarantees you are not distinctive:

A game controllerPixel-art anythingA sword crossed with somethingA skull in flamesA dragonA power buttonHexagons and circuitryA neon-purple gradientA wolf howling"</>" in the nameGlitch/RGB-split text

If your concept is on that list, you haven't had an idea yet — you've had a reference. Push for something specific to you: how you work, where you're from, what you actually build. Specific beats cool.

What the finished thing has to include

  • Primary lockup — mark plus wordmark, the default.
  • Secondary lockup — stacked or horizontal, whichever the primary isn't.
  • Icon only — square-safe, for avatars and favicons.
  • Mono positive and mono reverse — black-on-light, white-on-dark.
  • Clear space rule — usually expressed as a measurement taken from the mark itself, e.g. "the height of the cap-height on all sides".
  • Minimum size — in px for screen and mm for print.
  • Misuse page — the "don't" grid: don't stretch, don't recolour, don't add a shadow, don't rotate, don't put it on a busy photo without the plate.
  • Vector source — SVG or AI. A 400px PNG is not a logo, it's a screenshot of one.
Stage 08 · Build

Palette builder

Pick a base hue, choose a harmony, then tune every swatch by hand. Contrast ratios are calculated live against black and white — AA means it passes 4.5:1 for body text, AA·L means it only passes 3:1 for large text, FAIL means don't put text on it.

Generate gives you a starting point, not an answer. The professional move is to generate once and then hand-tune every swatch — especially the neutrals, and especially the lightness values. A palette where all five swatches have similar lightness will look flat and fail every contrast check.

Your palette, doing its job

The same five colours, applied to the three surfaces you actually have to ship. If it looks wrong here, it is wrong — swatches always look fine in a row.

Portfolio site
Your Name

Gameplay programmer. Unreal & C++. Belfast.

View the reel
Showreel · lower third
Procedural cave generator
Design & C++ · 2026
LinkedIn banner · 1584 × 396
Your Name
Gameplay programmer · Unreal · Belfast
Stage 09 · Build

Logo test bench

Load your mark and watch it fail. Every panel below is a real place your logo has to survive. Do this with your Stage 0 logo first — the results are usually funny — then with each draft of your final one.

No file loaded

Your image stays in this browser tab and is not uploaded or saved anywhere. Reloading the page clears it.

Your logo on white
On white
The CV, the invoice
Your logo on black
On black
Steam, itch, the reel
Your logo in one colour
Monochrome
Print, embroidery, etch
Your logo reversed
Reversed
Knockout version
Your logo blurred
Squint test
Is the silhouette distinct?
Your logo on a busy background
Busy background
Over a screenshot
Your logo at 32 pixels
32 px
Discord, Slack avatar
Your logo at 16 pixels
16 px
Favicon. The real test.

Score your own mark honestly

Stage 10 · Apply

Theming the showreel

A themed reel isn't a reel with your logo stuck on the end. It's a reel where every frame of text was built from the same five colours, two typefaces and one grid — so a viewer who doesn't know why still feels that it's professional.

The structure that works for a junior reel

SectionDurationWhat it must do
Title card2–3 sYour ident, your name, your role. Short. People are already deciding.
The hookfirst 10 sYour single best piece of work. Not chronological, not a build-up. If a recruiter closes it at 10 seconds, they must have seen your best.
Body45–70 sStrongest to weakest. Cut anything you'd have to apologise for.
End card5 s heldIdent, name, role, email, portfolio URL. Held long enough to write down or screenshot.
Total60–90 sTwo minutes is too long for a junior reel unless every second earns it.

Where your identity actually appears

  • Title card — display face, your accent colour, your logo. This sets the visual contract for everything after it.
  • Lower thirds — project name in the display face, your role and the tech in the mono face. Same position, same plate, same padding on every single shot. This repetition is the identity.
  • Section dividers — if you separate Programming / Level design / Tools, the divider uses the same system.
  • End card — the fullest expression: logo lockup, name, role, contact, all on your dominant colour.

Attribution: the thing juniors always get wrong

On every shot, state what you did. "Team project — I wrote the enemy AI and the save system" is worth more than a beautiful shot with no attribution, because an unattributed shot is assumed to be someone else's. Put it in the lower third, in the mono face, small, consistent.

Readability in motion

  • Text over gameplay needs a plate or scrim — a solid rounded rectangle or a gradient wash from the bottom. Check contrast against the brightest frame the text sits over, not the average.
  • Keep text inside the title-safe area, roughly the middle 90% of the frame, so nothing is cropped by a player or a platform.
  • Hold time: allow about 1 second per 2–3 words, minimum 2 seconds. If you can't read it aloud twice, it's too fast.
  • Compression hates thin type. Hairline serifs and 1px strokes disintegrate in a YouTube re-encode. Use weights of 500+ for anything small.
  • Cut on the beat. Find the tempo, put your markers on it, and edit to them. This one trick makes an amateur reel feel professional more than any effect.
  • Audio: licence the music properly (a royalty-free library is fine, credit it), and assume it will be muted. The reel must work silent — which means the text has to carry it.
Export

1920×1080, the same frame rate as your captures (don't mix 30 and 60 in one timeline), H.264/MP4, high bitrate. Then watch it back on a phone, because that's where it will be watched. If your lower thirds are unreadable at phone size, they're unreadable.

Stage 11 · Apply

The profile a recruiter actually opens

LinkedIn is where your ident does its most boring and most valuable work. It's also, for most of you, the first professional page with your name on it that a stranger will ever look at.

The banner

Currently 1584 × 396 px (check LinkedIn's own help pages before you export — they have changed it before). Two things nobody tells you:

  • Your avatar covers the bottom-left corner on desktop, and the crop is different on mobile. Keep the left third empty and put your content right of centre, vertically centred.
  • It is not a place for a screenshot of your game unless the screenshot has been treated — darkened, scrimmed, with your wordmark placed on it to your clear-space rule. A raw screenshot with the UI still in it reads as a wallpaper.

The safest strong banner: your dominant colour as a flat ground, your wordmark left-aligned in the safe zone, and a single line of mono-face text stating what you do. That's it. It will look better than 90% of the profiles around you.

The avatar

  • Use a photo of your face, not your logo — LinkedIn is a person-to-person network and a logo avatar on a personal profile reads as a bot. Save the icon-only lockup for GitHub, Discord and itch.
  • Face fills most of the frame, eyes roughly a third from the top, plain uncluttered background, even light. A phone in portrait mode near a window beats a webcam every time.
  • Tie it to your identity through the background colour — shoot against, or cleanly mask onto, one of your palette's neutrals. That's what makes the avatar and banner look like one system.

The headline

The default is your job title, which is useless when you don't have one yet. Write the three things a recruiter searches for: role · technology · status.

Doesn't work
"Student at Belfast Metropolitan College"

Says nothing you can search for, and leads with the least interesting fact.
Works
"Gameplay programmer · Unreal Engine & C++ · Level 3 Creative Media Practice, Belfast Met · seeking a 2027 placement"

Searchable terms, evidence of level, and a clear ask.

The rest of the page

  • Featured section — pin the reel first, then your best project. This is the only part of the profile that shows visual work above the fold.
  • About — 3–4 short paragraphs, first person, no third-person "James is a passionate…". Name the engines, languages and tools explicitly; those are the search terms.
  • Projects — one entry per shipped or completed thing, with your specific contribution stated, and a link.
  • Custom URL — claim linkedin.com/in/yourname. It goes on your CV and your reel's end card, so it can't be a string of digits.
  • Consistency check — open your reel end card and your LinkedIn banner side by side. Same colours? Same typefaces? Same logo lockup? If a stranger couldn't tell they belong to the same person, you don't have an identity yet, you have two files.
Same treatment, other places

Once the system exists, applying it everywhere costs minutes: GitHub profile README banner and avatar, itch.io page header and theme colours, Discord avatar, CV header, email signature, and the splash screen of anything you build. That's the payoff for doing the spec properly — you build the system once and then you're just filling in shapes.

Stage 12 · Prove it

Design theory quiz

Twenty questions on colour, type, layout and readability. Every answer comes with an explanation — the explanation is the point, so read the ones you got right too. Your best score is saved.

This attempt
Personal best

Answer all twenty, then mark. You need 16 to be confident you understood the theory sections.

Stage 13 · Prove it

Evidence checklist

Everything that has to exist in your submission folder. Tick as you go — it saves against your name, so you can pick it up on any machine.

Completion 0 / 0

Reflection

The final piece of evidence. Compare your Stage 0 logo with your final ident and explain what was wrong with the first one — using the words from Stages 3 to 7. "It was rubbish" is not an analysis. "It had four colours with almost identical lightness values, so it had no value contrast and disappeared at 16px" is.


Take it with you

Export everything on this site — palette with hex values and contrast ratios, all your research notes, your quiz score and your checklist — as a single file. Upload it to the Canvas assignment alongside your logo files and reel.