Designing a game logo is a tough task. Tougher still when you have no experience.
Let me be clear, THIS IS NOT A TUTORIAL!
From bad to okay and beyond.
Last year a big part of getting greenlit was the attempt at looking somewhat legit. We had an eye catching game with cool gifs and images, but no logo, and we needed one STAT! The result was a logo pumped out with little to no research over the course of a week. What we got was a crappy logo for a crappy game, we stuck with it for a while.
It wasn’t until we decided to go to PAX Australia that we looked at the logo with a more critical eye. "Can we get away with such a bad logo?" We asked ourselves...
The answer was no.
ENTER NEW LOGO.
A lot of though was put in to what we wanted to logo to look like. It had to be something with a stronger tie to the game we wanted people to play. It had to be something worthy of the final product and that we were all proud of. But most of all, it had to eye catching.
A lot of reference was taken from Japanese pop culture, especially that of manga and anime’s that have done particularly well in the west (i.e bleach, Naruto, etc) and just like our game, the logo was restricted to three colors. It had to show a certain edginess to represent the violence and gory nature of our game, but also a certain spiritual aspect to represent the lore and setting.
Hot Tip #1
Below are the majority of concepts made before sticking to one idea. The creation of the logo actually helped cement some of the lore, as we wanted imagery that had a strong connection to the game. It forced us to answer questions and make decisions that helped create a rich lore and story.
The concept doodles for the logo have unfortunately been lost, so while this isn't all the concepting done, you can see that we had a fair few different ideas. A pole was set up to take the advice or opinions of our friends and lecturers. All very professional. The general consensus from the 15 participants;
8 and 9 are fine, 6 and 10 try again.
Hot Tip #2
Keeping the past mistakes in mind, it wasn't to hard to grab a few elements from concepts we liked the most and kinda just mold the final logo. It was just a matter of polish, and after a week of tweaking and slight adjustments we had something.