H. Idris / Game UI/UX Designer

Fantasy RPG logo & identity

ELDORIA

A fantasy RPG emblem built from one sword and two flat colours, drawn so the silhouette still reads at store-icon size and still works in a single colour.

Role
Logo & identity design
Year
2025
Tools
Adobe Illustrator
Genre
Fantasy, RPG
Platform
Game identity

Overview

ELDORIA is a fantasy RPG identity. The emblem is an upright broadsword standing on the centre line with two angular wings folding in behind it, so the whole thing reads as a crest from a distance and as a weapon up close.

The blade is the darkest thing in the mark and the wings are the lightest, which is the wrong way round from how most fantasy crests are built. Doing it that way makes the sword the figure and the crest the ground, so at any size the first thing you read is the weapon.

There's one repeated shape holding it together: a diamond with a smaller diamond cut out of it. It appears at the pommel, again at the centre of the crossguard, and a third time as the fuller running down the blade. Three instances of the same motif spaced evenly along the vertical axis, which is what gives the emblem its rhythm without adding any new detail.

The wordmark is set in PF Monumenta Pro, letterspaced wide and sitting well below the emblem rather than tucked under it. The typeface has sharp wedge serifs and a high thick-to-thin contrast that echo the blade tip and the points on the wings, so I didn't need to draw custom letterforms to make the two halves agree.

The challenge

Fantasy logos drown in detail. Filigree, dragons, bevels, gradients, an outer glow to hold it all together, and at 32 pixels in a store listing the whole thing collapses into a smudge. That was the thing to design against.

So the mark is one weapon, two flat colours, no gradients, no strokes and no effects. Every edge is straight or a simple curve, the negative space between the blade and the wings is wide enough to survive being scaled down, and the silhouette is perfectly symmetrical so nothing looks accidental when it's small.

The palette is a soft antique gold, #BC9151, against a deep navy, #1A2B3B. Two colours only, both mid-toned rather than saturated, so the mark sits over key art without either shouting at it or disappearing into it.

Screens

01

Primary lockup

Gold wings, navy blade, wordmark below. This is the version that does the most work: splash screens, key art, store pages. The gap between the emblem and the wordmark is deliberately generous, because closing it up makes the sword look like it's growing out of the type.

02

Reversed, single colour

White on black, and not simply the colour version with the fills stripped out. Once the gold and the navy are gone, two solid shapes sitting against each other read as one shape, so the wings are redrawn as outlines and the blade carries its own interior lines. The separation comes from stroke weight instead of colour, which is what lets the mark survive embossing, engraving, a one-colour print or a watermark sitting over key art.

03

Type and palette

The specification sheet: PF Monumenta Pro as the typeface, and the two-colour palette beside it. Keeping the identity down to one face and two swatches means anyone picking it up later has almost nothing to get wrong.

Final thoughts

The decision I'd keep is inverting the values. Making the blade dark and the crest light is a small thing on a 1920 pixel canvas and it's the whole logo at 32 pixels, because it's what stops the sword and the wings merging into a single blob.

The one I'd revisit is the wordmark spacing. It's set wide enough that at small sizes the letters start reading as separate marks rather than one word, and a tighter alternate lockup for icon and favicon use would fix that without touching the emblem.

Contact

Have a game that needs an interface?

Menus, HUDs, full UI systems or a single screen that isn't working. Tell me what you're building and I'll tell you honestly whether I'm the right fit.

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