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godot-design's Introduction

Design elements for Godot

Purposes of this repository

  • Share ideas, proposals and assets related to Godot's user experience.
  • Discuss the proposed ideas in order to make them better and reach consensus.
  • Provide high-quality assets and UX recommendations for Godot.

Repository structure

  • archives: Anything deprecated should go to this folder.
  • communication: Everything needed for communication such as flyers, posters, banners, …
  • concepts: Here to store design ideas, fan art, …
  • engine: The Godot editor splash screens. Icons are no longer part of this repository; they can now be found here.
  • godette: Designs for the personified Godot character.
  • goodies: T-shirts, mugs, stickers, business cards, …
  • screenshots: Screenshots of the editor to use for demonstration purposes.
  • wallpapers: Official or fan-made wallpapers.
  • websites: Everything related to Godot's Web presence or communities.

License

Unless otherwise specified, files contained in this repository are licensed under CC BY 4.0 International, as described in the LICENSE file.

godot-design's People

Contributors

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godot-design's Issues

Godot Video intro

Made a little intro with the Godot logo. (:

Godot_V2_Compressed_NoAudio.mp4

Icons for light theme?

Your icons for godot editor is really cool!
I realized that most of the icons are well fited to the default theme but they are not for light themes.

As you can see with the picture below:

I'm working on a light theme for godot editor now.

Could you please export icons with darker colored?

Few nodes' icons missing

Currently, some nodes are missing their icons. Here is a list, ordered by "relative importance"

Group Nodes
Classes that can be created Tween, CanvasLayer, ParallaxBackground, ParllaxLayer, Tabs, ViewportSprite, InverseKinematics, PanelContainer
Used mostly in editor context GraphEdit, GraphNode, EditorPlugin
Base classes that can be created Container, Range
Base classes that have many inherited classes, but can't exist on their own BaseButton, Seperator, ButtonArray, CollisionObject{,2D}, PhysicsBody{,2D}, SoundPlayer2D, SpatialPlayer, Joint{,2D}, VisualInstance, GeometryInstance, Light, BoxContainer, SplitContainer

Also, great work! 👍

Change color of 3D node icons from red to something else

Red is the color I'd like to see when some serious error occured.
Also it might be a problem for colorblind people who might not easily distinguish red and green.

How about changing it in all default themes (from Godot 4.0 on)?
Not sure what is a better color to use for 3D node icons instead, perhaps, orange or yellow?

Godot UI Component Library in Penpot 2.x - Progress Tracker

After weeks of deliberation, experimentation, and reflection, I've decided not to use Figma to house my contributions to the Godot Design System. There are many reasons to favor Figma over Penpot for this massive project, but ultimately the spirit of FOSS is a core principal of both Godot and its community, and introducing a hard dependency on a closed source proprietary platform for the Godot Design System would be, in my view, a weak decision.

For anybody interested, Aaron Mahlke built a project to begin exploring what Godot in Figma would be like -- it includes a very cool proof-of-concept prototype!

There are indeed a select few noteworthy advantages for using Penpot over Figma, which include:

Just to be very clear: Figma is currently a much more productive piece of design software than Penpot, and the comparatively massive familiarity that most professional designers have using Figma isn't trivial. I've swallowed the pill and accepted the hard road, with the experience to know what that means. If truly show-stopper issues arise (e.g. massive data loss, library corruption, etc), I might have to reassess this path.

I will be updating progress in this issue regularly. Ideally, I will earn the right to create and manage this as a Project in this repo, which would also be useful to help identify areas where other contributors can tackle specific todos. Alternatively, new "penpot" and "design system" labels could be created and used to help track issues. That said, I believe that a lightweight project management prioritization system could help with various things, like isolating design requirements that are blockers for issues or active PRs in the Godot Repo. Otherwise, we could simply use "high priority" and/or "blocker" labels to isolate these issues. However, some designers might not be as comfortable navigating Github as the usual Godot contributors, so I believe a project board could be useful.

Link to the Godot Design Penpot dashboard -- currently requires permissions to access.

Merchandise design for FOSDEM / GodotCon

FOSDEM and GodotCon 2018 are coming in less than two months (7 weeks actually from now), and there are various merch stuff we'd like to have for the events that will require some design work.

Current ideas of things we'd like to print are listed below. Not everything must be done though.

  • T-shirts. We already have a design from last year based on @djrm's node icons, but the Godot logo changed in the meantime, some icons changed too, and maybe we want to go for something different? Here's the source of the previous/current design:
    Godot T-shirt 2017 - Nodes.zip. It looks like this.
    We still have ~40 T-shirts with that design that we'll sell for a bargain, but we need a cool new one for this year.
  • Stickers: Plain rectangular sticker with Godot logo + name, or detoured with only the logo (head), or something based on the same design as the T-shirt? Someone needs to check for the print details so that we know what are the constraints for the design, but we can start sharing design ideas.
  • Business cards: Godot-themed business card for the engine itself, with contact address, website, etc. Maybe also business cards for prominent devs based on the same design? (Not sure about the last one, usually business cards are bought by hundreds, so it could be a lot to print and hard to define who gets one)
  • Flyers: A5 sheet with the most important information about Godot, links, etc., so that people can take them home and check Godot after FOSDEM.
  • Mugs: Godot-themed coffee mugs would be nice to sell. I'd love to have one myself :P
  • Kakemono/banner: We already have a nice one from last FOSDEM, since it's quite expensive and big I think we'll stick with that one for now, even though the logo is outdated.
  • Other ideas you may have

We need to go fast, as printing and delivery takes time, so we should likely order stuff beginning of January at the latest. So please make design proposals ASAP so that we can work on the logistics afterward.

CSG nodes icon

8d199a9 introduces CSG in Godot, but we don't have icons for them yet.

CSG nodes without icon: CSGCombiner, CSGBox CSGCylinder CSGMesh CSGPolygon CSGSphere CSGTorus

image

feedback on the new icons

Hi folks :)

just compiled godot from git and love the new icons!
I have 2 suggestions where I think it needs improvement

1 - the save icon in the inspector (as when you are saving a resource). it doesnt look like a save icon, its more similar to the lock icon of the 2d editor.
2 - in the file browser, the folder icon and the plain file icon are too similar, when I open a folder full of files, its very confusing to understand what is what. Would be great if the folder icon could be less square-ish, or perhaps with a yellow color (like a manila folder?)

love everything else, great job!! :D

Banner/poster for GodotCon 2018

We're going to announce GodotCon 2018 which will take place in Brussels, Belgium on 5 & 6 February, and it would be nice to have a specific banner/poster design that we could use in the announcement blog post, on the events page, etc.

For GodotCon 2017, @razvanc-r had made this one:
587f626da0f7f646960937
GodotCon 2017 SVGs.zip

For Meet the Nodes in Paris last Spring I had made this one:
58da19bd70642796203728
MeetTheNodes 2017 SVG.zip

It would be good to have something good looking for GodotCon 2018, which seems both friendly and professional. We don't have much time (I would like to post about GodotCon ASAP, actually tonight :D), so for the first iteration it could be kept simple like the GodotCon 2017 artwork, and maybe improved later on.

For info, the font used in the Godot logo and in the first image for "GODOTCON" is Lilita One.

(*) I doubt we can have something done by tonight, so I might go for a non-descript Godot 3.0 screenshot for this first blog post. There will be other posts in coming weeks to give more info about the venue we'll have selected, the talks that will be held, etc., so we'll be able to use the official artwork then.

Updating branding assets on Steam store page

I'm in the process of reworking our Steam store page which is quite outdated by now, uploading new videos/screenshots, tweaking the description, and most importantly changing the logo for the new Godot 3 logo.

image

For the latter part, I'd welcome some help (from @djrm? :)) to make good looking assets in the dimensions needed by Steam for the various uses:

screenshot_20180518_134225

screenshot_20180518_134253

screenshot_20180518_134327

Here's the template provided by Valve for all the required sizes mentioned above: https://partner.steamgames.com/public/marketing/game_page_templates_v3.zip

Also interesting, they have a "Artwork Override" system where we could register different sets of artwork, and swap them as needed when we want to promote something specific. Not sure we'd have a use case right now but it's good to know :)

Slight Godot Logo Redesign.

I know, I know... the logo is not to be redesigned right now.
But I just liked the way this one turned out and wanted to share it with the community.

logo_Godot

Icon optimization - spaces around negatives?

The README contains this section:

Editor icons must be first optimized before being added to the engine, to do so:

  • Add them to the "/engine/icons/svg" folder.
  • Run the "optimize.py" script (you must have scour installed).

However, when I run python3 optimize.py, it results in over 300 changed files. Looking in my git client, it appears that they are all removals of spaces around negative numbers:

Zoomed in removal of spaces around negative decimal number

So, what's up with this? Is this intended behavior? If so, why aren't the fixed versions committed in the repository?

Missing recommended CC-By mention to use

The repo is cc-by but it doesn't say who you should credit and where you should link?
For the Godot presentation reskin right now I've used CC-By 4.0 Daniel Ramirez - https://github.com/godotengine/godot-design on Youtube. Is it okay?

image

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