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Gnomon Level Design - Control The Contrast

I got great feedback about my level design colors today.  Where it's easy to paint in a prototype game level with broad colors, it's also likely that you pick high contrasting colors while building it out.  This helps the designer see more clearly the differentiation between object types.

But when controlling the color for the player, the high contrast and high saturation areas should be reserved to attract the player's attention.  Less important areas of the game, such as much of the non interactable terrain, is better served with broad strokes of color that meld together and don't call for attention.

I tuned down the saturation across the board (for a second time), and tried to push back the reds in the rocks which were fighting with the greens in the trees.