Перейти к содержимому
Community226

Visual Language

Это содержимое пока не доступно на вашем языке.

No brand-level visual-language guidance specific to game UI (iconography style, HUD conventions, branded-vs-gameplay visual separation) exists yet. This chapter is a placeholder for that guidance, not an invented set of rules.

Any UI element that is genuinely brand-facing (a title screen, a branded loading screen, a menu carrying the mascot or brand color) follows Brand Book’s color/logo rules (see Brand Identity in Games). Anything that is purely functional gameplay UI (health bars, inventory icons, control prompts) is outside this document’s scope entirely — that is a UX/engineering decision, not a brand one.

A real, sourced set of brand-facing UI examples or guidance, either owner-provided or produced once an actual game reaches a stage where this becomes concrete.

This gap is not unique to SOLMAMY. None of the three direct-evidence benchmark sources — Pokémon, Nintendo, or Epic Games’ brand/licensing guidelines — provides visual do/don’t pairs for in-game brand treatment either; that category is a real, industry-wide gap in the benchmark set itself. This placeholder therefore matches the honest state of the reference class this standard is built on, not a shortfall specific to this book.


Part of the SOLMEME Brand Documentation System. Content status (Canonical/Proposed/Open/etc.) is this book’s own axis; ownership/rights are separate — see OWNERSHIP_AUTHORITY.md at the documentation system’s root.