Muddling Through

| Right | August 6, 2014

(Our company helps as an outsource development company, building games with other companies that don’t have enough manpower to complete them. These particular clients have never made a game before, have no art or gaming experience, and therefore have been incredibly difficult to work with. We have been revising a single icon for the interface for two days now, and both sides are becoming frustrated.)

Client: “It’s still MUDDY. The concept wasn’t muddy! Why do you have so much brown in there?! I can’t read any of it.”

Me: “The concept was clearer because it’s in black and white. You asked us to incorporate every color we’ve used in this so far. I don’t feel it’s muddy. We’ve reduced the only browns, the shields, down by almost 50%. I don’t understand what is reading as ‘muddy’ to you.”

Client: “The brown of everything! The brown clothes and brown hair and brown skin and brown shield—”

Me: “Wait. Are you telling me the hair and clothes read as brown to you?”

Client: “YES. I don’t understand why this is so difficult!”

Me: “The hair is bright red and the clothes are dark green. They are nowhere near brown. They are the exact colors as used by the character in the game.”

Client: “Ugh, whatever. I can’t see that! I’m COLORBLIND.”

Me: “So… let me get this straight. You are complaining about overuse of brown, when you can’t see colors properly?”

Client: “Right. Look. Just make it read better. Make the swords bigger.”

Me: “… I need a drink.”

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