Craft·5 min read

How a Game Gets Its Colour Palette

A small palette is not a limitation left over from old hardware. It is what stops a player losing the character.

The level one card from the Tape Loader birthday game, reading Level 1 of 3, The Bedroom, 1982.

A game with a small palette looks deliberate. A game with an unrestricted one looks like a photograph of a jumble sale, and the player cannot find anything in it.

That is the whole argument, and it has almost nothing to do with the hardware limitations the technique came from.

The historical reason, and why it is no longer the reason

Early machines could display a fixed and very small number of colours, sometimes with rules about how many could appear in a given area of the screen. Artists worked within that because there was no alternative, and the visual language of that era, which is what our Tape Loader build is quoting, comes directly from those constraints.

None of those constraints exist now. A browser will happily draw sixteen million colours and never complain.

The technique survived anyway, because it turned out the constraint had been doing a second job nobody had separated out: it was making games legible.

Reserving colours is the real technique

Here is the useful way to think about a palette. It is not a list of colours you are allowed. It is a set of reservations.

Pick a large family of related, slightly muted colours and build the entire world out of it: backgrounds, walls, floors, furniture, scenery. Then take two or three colours that are noticeably brighter or more saturated than anything in that family, and use them nowhere except on things the player must notice. Collectibles. The exit. The character.

Now the player does not have to search. Anything wearing a reserved colour is either you or something you want, and the eye finds it before the brain has read the scene. Nobody notices this happening, which is exactly the sign that it is working.

Break the reservation once, by putting the collectible colour on a decorative lamp in the background, and players will walk into that lamp. Repeatedly. And they will not be able to tell you why the level felt confusing.

Value beats hue

The mistake people make is thinking in colours when they should be thinking in lightness.

A blue character in front of a brown wall sounds well separated. If the blue and the brown are the same lightness, the character vanishes into the wall, especially in peripheral vision and especially while moving. Hue is a much weaker signal than value, and it collapses entirely for the substantial number of players with a colour vision deficiency.

The test is to take the screen, remove all colour, and look at it in greyscale. If the character does not immediately stand out as lighter or darker than what is behind it, the separation is not real and the colour was carrying it.

This is also why so many games put a subtle dark shadow under the character, and why ours draws a soft ellipse under the player before drawing the player. It is not there for realism. It is a guaranteed patch of contrast that travels with the character across whatever it happens to be standing on.

The level one card from the Tape Loader birthday game, reading Level 1 of 3, The Bedroom, 1982.
The bright accent on this card is the same colour used for things you collect. Nothing decorative is allowed to wear it.

The palette is a deadline, not a preference

The practical thing to understand about a palette in a commission is when it gets decided, which is early, and why it cannot move, which is that everything after it is made against it.

Once the world's colour family is set, every background is painted in it. Every character is painted to sit against it. Every interface element is chosen to be legible over it. Change the family at the end and all of that stops being true at once.

This is not a matter of taste being locked in. Taste is discussed at the start, sketches are produced, and the direction is agreed. What is locked is the palette as an engineering constraint, in the same way and for the same reason that a jump arc is locked before a level is laid out. That ordering argument is set out in why game artwork gets drawn twice.

Interface colour is a separate reservation

One more layer, easy to forget until it goes wrong.

Score, lives, timers and any text laid over the game need their own reserved treatment, because they must be readable over every scene the game contains, including the bright ones and the dark ones. A palette that works beautifully for the world can leave a score counter invisible over one particular background.

The usual answers are a reserved accent used only for interface, a drop shadow or outline so the text carries its own contrast, or a semi-transparent band behind it. Our platformer template uses a text shadow on the heads-up display for exactly this reason: it costs nothing and it guarantees the numbers are readable over a background nobody has seen yet.

What this means for a commission

A restricted palette is a legibility decision, not a retro one. It applies just as much to a hand-painted adventure as to a pixel-art platformer.

Say early if there are colours that matter. A team's colours, a wedding's palette, the shade of somebody's favourite jumper. These are easy to build around and expensive to introduce later.

And check it in greyscale. If you ever want to know whether a game's art is going to work, that is the ten-second test, and it is the one that catches the problem people describe as "I keep losing my character".

The palettes in both builds in the arcade are doing this. Try to find the collectibles without looking for them; you will not be able to avoid it.

◆ Questions

Common questions

Why do games use a limited colour palette?+

Originally because hardware could not display more. Now because a restricted palette is what makes a scene readable: it lets a small number of colours be reserved for things that matter, so a player can find the character and the collectibles instantly.

How many colours should a game use?+

There is no correct number, but the useful structure is a large family of related colours for the world and two or three that appear nowhere except on things the player must notice. What matters is the reservation, not the count.

How do you stop a character disappearing into the background?+

Reserve a colour or a value range for characters and never use it in scenery. Value, meaning how light or dark something is, matters more than hue, because a mid-grey character on a mid-grey wall is invisible even if one is blue and one is brown.

Can a palette be changed after the artwork is done?+

Not cheaply. A palette is a decision every subsequent piece of art is made against, so changing it late means revisiting everything drawn so far. It is chosen early for exactly that reason.

Does this apply to a hand-painted game as well as pixel art?+

Yes, and arguably more. Pixel art forces the discipline on you. A painted scene can contain thousands of colours and still needs a small reserved set for anything the player has to act on.

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