My first game icons/thumbnails!

Hello everyone!

Ive decided to make some game thumbnails / icons for my first game because the old ones I did not like one bit. Didnt even have an icon made.

Edit: Made some changes on what you guys thought, so I replaced the old ones with the newer ones.

I threw these together today and I think they are pretty good, although im no graphics designer. What do you think I could do to improve them?


I took pictures with roblox + Depth / bloom instead of blender since im not sure how to render blender thumbnails and then threw the rest on in paint,net

Id appreciate any feedback as id like to improve on my thumbnails and everything!
-grif

7 Likes

They look very appealing, especially for images created outside of a real “rendering” software. I actually feel like I would give the game a play, based off of those thumbnails, because of how fun and colorful it looks.


The few suggestions I would have, is to:

A:
Remove the “Cubic Mayhem” text, from every image other than the first. It gets a little repetitive, and they would make good images without the text anyway. You could also replace each one with some narration text, instead of the same repetitive logo text as you did in the second image.

B:
A variation in the font would be nice. Just a little switch up between different areas of each image would add more variety. I would also change the color of the text in each image, to match the scene. For instance, a orange obby with orange text would be more cohesive than no similarity in your text to background pallet. But this is just a personal preference.

C:
If you do have any other functions in the game, such as a “shop”, " lobby", or any other main part of the game, make sure to include it. The more variety in the thumbnails the better. It’s really good to show of more than just one aspect of a game on its page.


As far as the lighting goes, it looks good in my opinion. Some games do better with more complex rendering, but I think yours looks good with the studio configuration you have used. It has a very TOH-y look, that catches my eye.

Very nice job overall. Good luck with your game!

3 Likes

Thanks for your feedback! I like the idea of different text colors based on different backgrounds. I do agree on each other slide the ‘Cubic Mayhem!’ does get repetitive, i just wasnt sure what else to put / if to put something here.

1 Like

As I haven’t dabbled too much with game icons/game thumbnails, take what I say with a grain of salt/more from a consumer’s perspective. Here’s certain aspects with the icon, then the thumbnails, that I’d like to point out.

Game Icon

Colors

  • It appears somewhat bland and lackluster, not entirely capturing my attention due to the lack in color variation. I may not represent the average viewer as I am partially colorblind, though. I believe I understand the idea you were trying to get at with moving the text to the side to make room for the background, however, it appears more as empty space to me due to the lack of apparent action taking place.

Visibility/Gameplay Clarity

  • For a game icon, the text is too small/there lacks a focal point. I went over to my home page to see the width/height of a game icon then zoomed out in this page to match it up to properly assess how I would see it while browsing, and it’s something that I feel as if I would very easily scroll past without noticing it. This is a combination of the text not standing out as much for me, the blur added to the background with the obbies/structures, as well as the colors as noted above.

  • After looking at the thumbnail first (without looking at the thumbnails), I didn’t have the clearest idea of what the game could be about. The name of the game that was presented (Cubic Mayhem) kept me thinking, until I saw the spawnpoints/checkpoints, which indiciated to me that it could be an obstacle course, but I wasn’t sure still.

Game Icon Summary

I liked the concept of it all, but overall, it didn’t really pop out to me as something that captured my attention enough to click on it. The game icon is extremely important, as this is what the majority of initial impressions on your game (aside from advertisements) will be presented with.

  • Note: After starting to review the thumbnails, I would highly suggest you take the approach that you did there for the game icon. However, since it may be too overwhelming to use an up-close/no blur background image, presenting an image/art of what the cube looks like from the outside and plopping some text above it could be more appealing.
    • What sparked that idea for me was due to what had come to mind after understanding the concept of the game you had, which reminded me of TheAmazeman’s Cube Simulator from years ago, which was definitely a different concept (rotating cube with obstacles you had to avoid while being on it), but due to the minimalist take on the game icon in addition to the distinct cube in the middle & the layout, it was easier for me to understand what I might need to expect and got me interested.

Game Icon (50% size to hopefully be closer to the actual size of the icons on the website): Cube Simulator

Thumbnails

Colors/Image Structure

  • The first thumbnail did a fantastic job at combining several scenes/locations within what I presume to be the core gameplay, and providing key information about it. You chose great spots (at least from my opinion) that provided information to the viewer, that by thinking what “Cubic Mayhem” entails, you would be entering/exiting different cubes, as this was something not entirely clear in the game icon.

Visibility/Gameplay Clarity

  • As soon as I scrolled down and saw the first thumbnail, I had a much better idea of what kind of gameplay I should be expecting (as noted in the first bullet point of the Colors/Image Structure section). However, I didn’t notice the key in the bottom left corner until I looked back a few times, as the particle effects heavily obstructed my view of it.

  • Following my initial review of the first thumbnail, the second and third ones didn’t provide me that much new value to what else I should expect. It does showcase the differences in obbies/puzzles that I may encounter, but aside from that, I don’t know if there are other features in place that may enhance the replayability/novelty factor that will motivate me to continue playing for longer and keep coming back as time goes on. You should try to highlight something new in each thumbnail, considering how well you captured what I assume to be the main objective of the game, within the first thumbnail.

Thumbnail Summary

  • Pretty good job with the thumbnails! The first one was awesome for providing a quick idea of the objectives of the game, aside from the key that was somewhat overwhelmed in particle effects. Make sure to vary what is presented in the thumbnails. Even if you do include what is inside of some of the cubes for each thumbnail, I didn’t necessarily feel as if I would be excited to take on the task of one of them more than the other based on difficulty/how appealing it looked.

Conclusion

Overall, no matter the lengths you go when it comes to adjusting and editing the game icon/thumbnails that you’ve presented here, having ones in place will definitely assist in improving the initial perception of your game and bringing in certain players that might have not been too keen on playing in the first place. Remember that the icon is a very very important piece of the puzzle, as it takes much less effort for a consumer to look at the image and make their decision on if they want to click to the next step of the process, where the test of the thumbnails will happen, haha. I do not know the statistics of this, but it is likely more probable that someone will be more interested in the game initially, based off of the icon rather than the name/something else. I might add more to this later on when I have more time, but in the meantime, great job!

1 Like

Thanks for your feedback! Means a lot. I agree 1000000% that the text is too small. Its one thing looking at it all blown up, and then looking at it super small, which I didnt do.

I made the other 3 thumbnails to hopefully show what games could look like, but I think ill have to change how ill do them. I can also make another like the first for accessories you can purchase, and one showcasing different gamemodes when i create them.

1 Like

Oh that would definitely bring some people in. Character customization, along with any incentive for those who are competitive to get rewards for competing (if you implemented a leaderboard, daily rewards, etc.) are aspects that could be included there to potentially attract a larger section of the playerbase that you may be intending to reach with this game.

I’d love to give the game a try out sometime, so then I could provide feedback on the gameplay itself :smiley: