What is a colour pallet and why is it used?
A colour pallet is specific colours chosen to use on a project. The colours are carefully researched, tested and chosen for artwork and design purposes. Some colours do not work well together, so another reason to have a good colour pallete is to ensure all design work is consistent and eye pleasing.
The colours we used for NinjitZoo were aimed to be as bright as possible. Yellow is one of my favourite colours so we choose that one first, and formed the other colours around it.
What has the colour pallete been useful for and how has it been used?
When designing the colour pallet we had to know what it was going to be used for. So a list of things to be considered was outlined for each card type (escape, action, item, obstacle and character cards):
The most fun had in the design process was creating the card images from grey led drawings and then seeing them come to life in the computer software.
There were 78 card images to do and 16 character images. Our design team had a very hard job. All the main images only used 2 colours from the pallet and black as an outline. This made all the cards consistent in their design, even though the card titles, types, and backgrounds for each were different.
Overall it was a huge design process. Here is the artboard after everything was said and done.
Farmer Bob thought his farm was being attacked by foxes, until he discovered one of his own was injuring his stock. That’s about the time Nunchook found himself landing in Ninjit Zoo. The other animals soon taught the cocky chicken that a bully had no place in their walls, and that if he wanted to survive he better learn how to really fight.
I spoke to Paul last time about our new game NinjitZoo. This is the second part of that interview.
So I’ve noticed there are these clever little lines at the bottom of the cards. Can you explain to me what these are and why you have used them?
They are what is referred to as flavour text, which does exactly what it says – adds flavour to the game. They add another layer, which players can recognise and relate too. Sometimes it can be to include additional points of the game’s storyline, but in our case it was purely for humerous purposes. To give player’s an additional giggle.
The guy that did the creative direction for NinjitZoo must have been brilliant (hehehe). Did the game end up anything like you had envisioned or did you picture something else?
Not being an artist myself, my thoughts and ideas are never really solidified. Just kind of bubbles in the air waiting to be popped. I think our creative director did a fantastic job at popping those bubbles. I imagine he had a lot of fun doing it too.
Creating board games is an interesting job/hobby. What exactly made you want to try and do this?
My answer is in the question itself – it’s a hobby. I’m a frequent player of card games myself and have always been the type of person that must re-create a personal version of everything I do. If I see a great movie, I want to make a great movie. If I read a fantastic book, I want to write a fanastic book. And If I play an amazing game…. Yeah, you get the picture. I’m yet to finish any of the latter goals but it feels pretty good to say I created a really fun card game. I just hope others enjoy playing it as much as I did making it.
This is the first Blue Room game to be completed, where to from here Paul?
I don’t want to be cliché and say “the skies the limit”, so I won’t. There is no limit. Blue Room is set to take over the world…
Dah-Dum got his name from terrorising the local shores. When Mr Ninjit received this news he promised the city he would capture the monster (for his own gains of course). Being true to his word, Dah-Dum now ferociously circles the steel tank he resides in.
Paul Nicholas is the mega brains behind Ninjit-Zoo. He came up with the concept and some great card ideas before Blue Room started working on it as a whole. I had the privilege of asking him questions I had never thought to ask until the game had been developed. I usually throw myself into projects without knowing what my origins are – luckily Paul is a little more level headed.
Alex interviewing Paul.
Paul, What situation were you in when you first came up with the concept for Ninjit-Zoo?
Although I currently work as a corporate copyrighter, I come from a creative background. All my writing had been creative until the point I realised it wouldn’t feed me. But I never let that passion die.
I’m an avid player of card games myself and have always wanted to contribute an idea of my own. NinjitZoo just came to me one day. And that was that.
It’s come a long way from you bursting into my house with the idea to actually playtesting this finely tuned game. How well do you think the whole process went from start to finish?
Because the game is a simple concept, the process went fairly smoothly, I’d say. Nothing is without its hiccups, but none that couldn’t be ironed out easy enough. No creative process happens overnight. And NinjitZoo was no different.
One of your many strengths is copywriting. You work in this field all the time and had a major role in NinjitZoo as the only copywriter. Most people wouldn’t understand exactly what the copywriter was responsible for, how would you describe it?
My responsibility was providing the textual aspect of the game. Anything such as card names, card text – including flavour text, the instructions etc. If it isn’t a picture, I was responsible.
You could call the copywriter the engine behind the game design, the graphic artist being the pretty exterior. Together they create meaning in lifeless objects.
The Ninjanimals all have their own distinct look and character – which ninjanimal would you most relate too and why?
Well I do own two pet rats, so Chopsticks would definitely be a favourite of mine. I’m not sure how well I’d relate to him on a physical level though. You’d have to ask the ladies that question.