In the colour palette, each row corresponds to the complementary colours. So, you can use the colours in horizontal axis, not in vertical axis. There are basically 3 alternative palettes. As we have decided, the last one will be used for train scene and we can use that for other scenes as well.
I am still not very sure about our art direction style, especially after trying the games from 7DFPS. You know, basically you can create functional games with minimalist colours. We decided to use Beksinski's surreal and realistic style but it might not be very helpful since it requires too much time and effort to achieve that quality along with many textures. And this where the difference between painting and games come in actually. Paintings are static, meant to be looked for hours. However, this is not the case for the games as it can also be seen from our post about 'The Way Player Perceives the World'.
Maybe sticking with minimalist, functional and flat colours can help us to progress more fastly and efficiently. Flat colours constitute also contemporary art-style, as you can see from our 'The Elements of Design' post. And this is an example from an awarded game called Mirror Moon EP, released in 2012:
Some other photo references:
Something relevant for train scene in terms of colour:
Clarity trumps consistency - Steve Krug
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