The workday is winding down, so let's talk about The Royal Art Gallery Heist and my ongoing efforts to figure out what my design delves are going to look like post-Twitter.
Pretty pictures and opinions contained within 👇🧵
Pretty pictures and opinions contained within 👇🧵
Reposted from
Clayton Notestine
A new design delve this week. This time I'm studying (and casing) a highly polished one-shot called The Royal Art Gallery Heist by @deptofunusual.bsky.social!
Does its design have any loot for us to smash and grab? The answer is always yes.
www.explorersdesign.com/exploring-ro...
Does its design have any loot for us to smash and grab? The answer is always yes.
www.explorersdesign.com/exploring-ro...
Comments
In the end, they're an excuse to exercise curiosity, learn, and frankly just fawn over good-looking and fun-to-read games.
Speaking of which...
I still do a bit of that. Especially in this delve. Royal uses some iconic fonts to give itself a real bold but clean look that's approachable.
Right now, design delves have three acts: the delve (analysis), the lore (design background), and loot (lessons).
It is short and dense like most micro adventures, but it's laid out with type and graphics that are orderly, spacious, and clean.
This makes it a visual outlier within the form factor.
But this game's visual design serves a different kind of game design.
How does it land? Like most small form factor adventures—with a few bruises, cut corners, and tantalizing what-ifs.
But here's the loot...