Level Design

6 levels - all representing different colors of the color spectrum
+ white hub world + black final level

Each Level has 2 things to find — collectable colors that allow you more paint, and a color master that give you a new color

  • each level to have its own central 'gimic' a la megaman

Exploratory platformer, a la Journey
No combat

Needs to allow for multiple routes to the solution

Scale is important, the levels need to feel big

How do you reward exploring and experimenting? New colors yes, but new techniques?

Goal of each level is to bring color back to the world

BLACK - city + hub world (with museum in the center)

BLUE - sky world
RED - rock and canyon
YELLOW - forest

Once you get the primaries, you can color mix and see the second half of the world

ORANGE - Desert
PURPLE - Flower field
GREEN - ocean

Could build in Metroidvania elements where your exploraation is rewarded by enhanced techniques, deeper paint bucket, wearables, etc

Character Design

How do we express a fictional personality to a real person?

Could be cool to collage some aesthetics of famous painters across characters

Character isn't SPECIAL persay. They have access to the same tools as NPCs and the masters

Movement is key, with some kind of central color interactivity
- need to determine how color ties into a signature move for the character
- character needs to feel fluid + able to climb
— Do they wield an oversized paintbrush? (used to hover, glide, double jump)
- They could also use color more abstractly...

Key Feature is the big paint brush, build around that

Key moves
- Double Jump (float on the way down)
- Wall grab of some sort
- Glide
— Slide

Story Design

Should be able to finish in one sitting - 3-6 hrs

Keep story super minimal
What is the core question of this game?
Leave room for speculation and imagination

The color is gone, and its your job to bring it back

Small scale exploration >
Open-ish world exploration >
High energy set piece >
emotional low >
Color returns >

World Building

Whats the most essential, bare minimum lore needed to understand whats going on?

Establish timeline of the world
Rules of the world - broadly + culturally

The evil force is whiteness - ie the absence of color
You play as a member of the black kingdom - ie the source of all colors as all colors are contained within black

very subtle but also overt commentary on blackness/whiteness

Color Theory | The Game | Design Notes

D2D | Design Challenges

Designers have a unique set of skills that have the potential to have large impacts on the world around them, but when the rubber meets the road, often times people can find themselves at an impasse with exactly how to put those skills to work. Design to Divest curated a series of design challenges to solve for that need for direction in our politically minded community, sourcing learning materials, holding a weekly meeting with our community to discuss those materials, and then a series of guidelines for each challenge, ranging from exact verbiage to where a poster needed to be distributed. See the full extent of the project here.

Our challenges activated upwards of 100 designers, producing upwards of 200 graphics over the course of 10 weeks. These challenges evolved into a larger push for ongoing education, so that members of our community could begin to design their own divestment projects without guidance from our leadership team. These projects are ongoing and in development, but some include: A film mentorship program, a clothing line dedicated to education around police abolition, free mental health centers separate from the traumatic outpatient industry.

D2D | Design Challenges