The Value of Value: how to effectively use tone.
summary
Argues that value (tone) is the primary tool for readability, shows concrete workflows: use the squint test and an information hierarchy to rank player, enemies, projectiles, goals and decoration; convert images to grayscale using a black fill layer color blend for more faithful value checks; implement a two-mode dark/light floor‑wall system and unified wall gradients across procedural regions. After iterating textures and level gen, these changes measurably reduce visual noise and make gameplay elements far easier to spot.
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chapters (12)
- 0:00Introduction
- 3:42What is value
- 11:09Light and value
- 15:01Information hierarchy
- 17:03Examples
- 22:40Case Study Enter the Chronosphere
- 37:48Case Study UI
- 39:43Resources
- 41:13Lighting
- 43:08Accessibility
- 44:18Rogue Jam 2D
- 46:03Negotiation
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