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.
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.
~*~ 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 STARTMake your logo before you know anything
No research. No references. Save it, date it, don't touch it again.
Start Stage 0What you are producing by the end of B1
Two logos
Your untrained Stage 0 mark, and your final professional ident. Both submitted. The comparison is the evidence.
An identity spec
Palette with hex values and contrast ratios, type pairing, logo lockups, clear space, do/don't rules.
A themed showreel
Title card, lower thirds and end card all built from your identity, not from a template you found.
A themed LinkedIn
Banner, avatar, headline and featured section that visibly belong to the same identity as the reel.
A research file
LO1. Analysis of real logos, real reels, real developer profiles — with judgements, not descriptions.
A reflection
What was wrong with the Stage 0 mark, in the vocabulary you didn't have when you drew it.
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.
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?"
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".
| Column | The question you are actually answering |
|---|---|
| Type | Wordmark, lettermark, pictorial, abstract, mascot, combination or emblem? Why did they choose that one for their situation? |
| Construction | How many colours? How many distinct shapes? Custom lettering or a retail typeface? Any gradient it can't survive without? |
| Behaviour | What happens at 16px, in one colour, embroidered on a hoodie, and on a busy screenshot? Go and check — shrink it in a browser. |
| Fit | What does it say about the studio, and is that true? A horror studio with a rounded pastel mark has a problem. |
| Steal | One 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.
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.
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.
| Principle | What the eye does | Use it for |
|---|---|---|
| Proximity | Near things are one group | Grouping without boxes or dividers |
| Similarity | Things that look alike do alike | All your buttons look like buttons |
| Closure | Fills in missing edges | Negative-space logos — the mark you don't draw |
| Continuity | Follows lines and curves | Leading the eye through a reel frame |
| Common region | A shared container = a set | Cards, panels, lower-third plates |
| Figure / ground | Decides what is object, what is backdrop | Making 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.
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.
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.
| Term | Means |
|---|---|
| Hue | Position on the wheel, 0–360°. Red 0, yellow 60, green 120, cyan 180, blue 240, magenta 300. |
| Saturation | How far from grey. 100% is a screaming pure ink; 0% is grey. |
| Lightness | How much white or black is in it. This is the one students ignore, and it's the one that does the work. |
| Tint / shade / tone | Hue + white / + black / + grey. |
| Value contrast | Difference 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
AAandFAILfor 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.
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.
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
| Class | Feel | Watch for |
|---|---|---|
| Old style / humanist serif | Literary, established, warm | Reads beautifully long-form; can feel slow for UI |
| Transitional / modern serif | Formal, sharp, editorial | Thin strokes vanish at small sizes and in video compression |
| Slab serif | Sturdy, blunt, industrial | Heavy weights clog at small sizes |
| Grotesque / neo-grotesque sans | Neutral, engineered, current | Neutral also means forgettable — you must add the personality elsewhere |
| Geometric sans | Clean, modern, rational | Circular letterforms hurt readability in long text |
| Humanist sans | Approachable, readable | The safest body face for interfaces |
| Monospace | Technical, precise, code | Perfect for labels and data. Never for paragraphs. |
| Display / script | Loud, specific, one job only | Big 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:
Bricolage Grotesque
Headings only. Has personality — slightly irregular, a bit mechanical. Earns its keep at large sizes.
Public Sans
Everything you read in paragraphs. Deliberately quiet. Tall x-height, open counters, survives small sizes.
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
| Setting | Target | Why |
|---|---|---|
| Measure (line length) | 45–75 characters | Longer and the eye loses the return sweep to the next line; shorter and the rhythm breaks |
| Body line-height | 1.4 – 1.6 | Tight leading makes lines merge; loose leading breaks the paragraph into stripes |
| Heading line-height | 1.0 – 1.2 | Big 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 size | 16px | Below 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.
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.
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
| What | AA minimum | AAA | Notes |
|---|---|---|---|
| Body text | 4.5 : 1 | 7 : 1 | Anything under ~18.66px bold or 24px regular |
| Large text | 3 : 1 | 4.5 : 1 | 24px+ regular, or 18.66px+ bold |
| UI components & graphics | 3 : 1 | — | Input borders, icons, focus rings, chart series, toggle states |
| Decorative / disabled | no minimum | — | But 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:nonewithout 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.
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
| Type | What it is | Right when |
|---|---|---|
| Wordmark | The full name, set and customised | Your name is short and you need people to learn it |
| Lettermark | Initials only | The full name is long; needs an established name to work alone |
| Pictorial | A recognisable object, simplified | There's a concrete idea worth owning |
| Abstract | A geometric mark with no literal referent | You want something ownable and non-obvious — hardest to do well |
| Mascot | A character | Consumer-facing, playful, and you can actually draw |
| Combination | Mark + wordmark, usable together or apart | Almost always the right answer for a solo developer. Mark for the avatar, wordmark for the CV. |
| Emblem | Text locked inside a shape | Badge/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:
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.
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.
Your Name
Gameplay programmer. Unreal & C++. Belfast.
View the reelLogo 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.
Your image stays in this browser tab and is not uploaded or saved anywhere. Reloading the page clears it.
The CV, the invoice
Steam, itch, the reel
Print, embroidery, etch
Knockout version
Is the silhouette distinct?
Over a screenshot
Discord, Slack avatar
Favicon. The real test.
Score your own mark honestly
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
| Section | Duration | What it must do |
|---|---|---|
| Title card | 2–3 s | Your ident, your name, your role. Short. People are already deciding. |
| The hook | first 10 s | Your 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. |
| Body | 45–70 s | Strongest to weakest. Cut anything you'd have to apologise for. |
| End card | 5 s held | Ident, name, role, email, portfolio URL. Held long enough to write down or screenshot. |
| Total | 60–90 s | Two 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.
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.
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.
Says nothing you can search for, and leads with the least interesting fact.
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.
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.
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.
Answer all twenty, then mark. You need 16 to be confident you understood the theory sections.
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.
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.