Suggestion for small logo adjustments for better balance #7304
Replies: 8 comments 32 replies
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I think a more clear reasoning rather than personal preference and claims of professional look is warranted here |
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I'm against the proposed changes to the logo. In my opinion, the "unwilling derpiness" gives the logo a bit of personality. It makes it look like a mascot for the engine - whereas removing that "unwilling derpiness" makes it look like it was made solely as a logo. And personally, I would rather have it look a little silly than be strictly professional. |
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While I think your changes look good, one issue with subtle changes to a logo is making sure that all third-party usages are up-to-date. If you look around, you may still find a few resources using the Godot 2.x logo, despite the logo having changed to its current design in January 2018. This will be even more of an issue with a change that is unnoticeable to the viewer in anything else than a side-by-side comparison. As a result, it may be better to stick with a technically "worse" logo but making sure that third-party usages are more consistent in the process. We do have a press kit on the website, but not everyone will be checking it regularly after putting a Godot logo on a website, video thumbnail or project splash screen. |
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What if we give it cat ears to make it UwU? I guarantee that would make people to use the new logo. |
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I want to just add my 2c, the logo is bad. You can call it "opinion", but I am clearly not the only one if there have been many discussions (promptly shut down) that share the same concern. Opinion still matters. Even if it is the "incorrect" way to judge a tool, people will still be turned away if something looks outright unappealing or unprofessional. Now, Godot may be on the verge of becoming much more popular than before. I think a more modern logo design would be ideal if the leadership would simply entertain the discussion, instead of shutting down any suggestion in favor of the current iteration that has a very dated, amateur, look to it. I am sure there are lots of very talented designers who would jump at the opportunity to re-imagine the branding for this project. |
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I just want to voice some of my serious concerns that the features of the current icon are framed as "unprofessional" as a number of them, like the softer jawline and larger eyes, are traditionally seen as "feminine" features, branding the current one as unprofessional borders on misogyny and I find it offensive I will of course attribute it to uncritically applying norms, but it worries me that it hasn't been considered and been a part of thinking for design values in casting it as more professional |
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Since the Godot logo includes a character, it differs from its counterparts such as Unity or Unreal Engine, and I think this is very valuable. This study is only a suggestion.
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Still thinks the godot logo does not look serious enough. Made a few small adjustments myself. |
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While the current logo is certainly usable it still has that small notion of unwilling derpiness that's one of the small parts with potential for improvement for the aspiration of engine adoption by larger studios which are aware that the choice of engine also includes its marketability.
With 4.0 onwards godot now seems to have taken a leap towards being more professional, maturing in a way.
And this, i believe should be reflected in the logo aswell, which is one of the more prominent parts of public representation.
To address that hint of unwilling derpiness, not coming up with yet another logo redesign, i just attempted to balance out certain parts of the current design, and this is the result:
While it doesn't look like much changed, which is intended, it's in the details that are better visible this way:
This balances out the upper and lower part a bit more and un-squashes it slightly, aligning some of the invisibly extended geometry just a little better into the imagined circle it all sits in.
Adjusted.zip
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