Chapter 2: Markings for Team/Role Readability
Created by Sarah Choi (prompt writer using ChatGPT)
Markings for Team & Role Readability for Costume Concept Artists
Teaching Faction Identity, Insignia & Livery Through Clear Visual Marking
In a game or animated show, players and viewers rarely have time to study an outfit. They get half a second to decide:
- “Is this character on my side?”
- “Are they dangerous or safe?”
- “What role do they play—healer, tank, sniper, boss, civilian?”
Those snap judgments rely on markings: the icons, motifs, color blocks, stripes, badges, and number systems that telegraph team and role quickly. Together, these make up your Faction Identity, Insignia & Livery in motion.
For costume concept artists—both on the concepting side and the production side—good marking systems are not optional decoration. They are:
- A core gameplay readability tool.
- A way to organize large casts and crowds.
- A bridge between lore and UI: what the world says and what the HUD confirms.
This article focuses on designing markings for team and role readability, with special emphasis on:
- Icons – clear symbols for teams and sub‑teams.
- Motifs – recurring shapes and pattern language.
- Colorways – palette rules that classify side and role.
- Numbering – ranks, squads, and IDs that scale.
We’ll also explore how concept and production artists cooperate to make sure these markings are consistent, legible, and robust under real gameplay conditions.
1. Why Team & Role Markings Matter
Markings answer three questions at a glance:
- Who are you with?
- Faction, team, or allegiance.
- What can you do?
- Role, class, or capability (healer, DPS, tank, support, elite).
- How important are you?
- Rank, rarity, or threat level.
If these questions are unclear, the player:
- Wastes cognitive load on deciphering visuals instead of playing.
- Misses critical threats (e.g., healer needs protection, sniper needs to be prioritized).
- Struggles to understand narrative stakes (who’s the captain vs grunt?).
As a costume designer, your markings must stay readable when:
- Characters are moving fast.
- The camera is zoomed out.
- Lighting and VFX are noisy.
- Characters are partially obscured or seen from behind.
If your markings only make sense in a static close‑up render, they will fail in production.
2. The Four Layers of Readability
You can think of visual markings as four layered channels of information:
- Team / Faction Layer – “Us vs them vs neutral.”
- Role Layer – “What does this character do?”
- Rank Layer – “How strong/important are they?”
- Individual Layer – “What is unique about this person or unit?”
Each layer should have its own visual dial, using icons, motifs, colorways, and numbering in a consistent hierarchy.
2.1 Team / Faction Layer
This is the top‑priority layer.
- Must read at the greatest distance.
- Usually controlled by big shapes and color blocks.
- Often appears on chest, shoulders, back, or large cape.
2.2 Role Layer
This explains function.
- Seen at mid‑distance.
- Marked by secondary colors, silhouette tweaks, and specific symbol sets.
2.3 Rank Layer
This explains status and threat level.
- Seen at close to mid‑distance.
- Marked by trim, finishes, metallic accents, and number/stripe systems.
2.4 Individual Layer
This is where character expression lives.
- Hairstyles, charm trinkets, scars, custom paints.
- Should not override the clarity of the previous three layers.
Your job is to stack these layers without visual conflict.
3. Icons: Team & Role through Emblems and Badges
Icons are your most explicit markers of team and sometimes role.
3.1 Team Icons
Each team or faction should have:
- A primary icon (crest, logo, sigil).
- One or two simplified variants for patches and small renders.
Placement rules:
- Choose 1–3 standard locations (e.g., chest, left shoulder, back).
- Keep team icons consistent across armor levels and skins.
Example:
- Blue team icon: a circular emblem with three stylized wings.
- All Blue team units must display this icon:
- Chest badge for infantry.
- Shoulder patch for scouts.
- Cape emblem for officers.
3.2 Role Icons
Role icons should be simpler than team icons and built to be used alongside them.
Common role types:
- Offense / assault
- Defense / tank
- Support / healer
- Recon / scout
- Specialist / engineer, etc.
Design approach:
- Use minimal shapes: cross for medic, shield for tank, arrow for offense.
- Build them in the same visual style as team icons (line weight, corners, proportions).
Placement rules:
- Role icon in a consistent spot, separate from team icon:
- Helmet side, chest corner, armband, or shoulder pad inset.
- Role icon can change when loadout/role changes, while team icon stays constant.
3.3 Icon Pairing
Decide how team and role icons combine:
- Side‑by‑side (team crest + small role glyph underneath).
- Overlaid (role icon nested inside team emblem frame).
- Separated (team icon on chest, role icon on shoulder).
Whatever you pick, document it so production applies the pairing consistently.
4. Motifs: Shapes & Patterns for Quick Reading
Motifs are the repeating shapes that help the eye detect patterns in chaos. They’re subtler than icons but extremely useful for:
- Differentiating roles.
- Keeping silhouettes consistent across gear sets.
4.1 Motifs for Teams
Each team/faction should have a small motif set:
- Edge shapes (rounded vs angular vs spiked).
- Panel breaks and seams.
- Preferred geometric patterns.
Example:
- Team A: rounded corners, arcs, and soft chevrons.
- Team B: sharp angles, harsh chevrons, triangle cutouts.
This way, even if color is obscured (night, fog), team can still be identified by shape language.
4.2 Motifs for Roles
Motifs can also help distinguish roles:
- Tank: heavier, chunkier spacings; plate‑like shapes.
- Healer: soft curves, smoother joints.
- Sniper: elongated shapes, scope‑like details.
Use motifs in:
- Shoulder pad shapes.
- Visor silhouettes.
- Knee pad and boot designs.
This gives animators and players a silhouette clue before they see any icon.
5. Colorways: Team & Role Through Palette Design
Color is the fastest channel for team and role readability.
5.1 Team Colorways
Each team typically gets:
- Primary team color – dominates outer layers/large surfaces.
- Secondary team color – appears in less dominant areas.
- Neutral base – shared across teams (armor, undersuits, belts).
Rules of thumb:
- Primary color should not be one commonly used by enemies or allies in the same scene.
- Apply primary color to clearly visible surfaces: chest, back, shoulders, cape.
5.2 Role Color Accents
Within a team, roles can be grouped using accent colors.
Example within Blue Team:
- Assault: Blue base + red accent.
- Medic: Blue base + white/green accent.
- Support: Blue base + yellow accent.
- Recon: Blue base + teal or desaturated accent.
Accent color usage rules:
- Limit to specific areas: helmet stripes, shoulder trim, gauntlet bands, backpack panels.
- Keep intensity controlled to avoid full‑body rainbow chaos.
5.3 Value Structure for Readability
A good marking system also manages value contrast:
- Team color should contrast against environment enough to be seen.
- Icons and role markings should contrast against the clothing they sit on.
Test combinations in:
- Bright daylight.
- Shadowed interiors.
- FX‑heavy scenes (explosions, magic, neon).
6. Numbering: Ranks, Units & IDs at Scale
Numbering systems become critical when you have many similar units.
6.1 Rank Markings
Rank can be communicated through:
- Bars or stripes.
- Stars or simple icons.
- Roman numerals or numeric ticks.
Placement ideas:
- Collar tabs.
- Sleeve cuffs.
- Chest or shoulder plates.
Example:
- Rank 1: one bar.
- Rank 2: two bars.
- Rank 3: three bars.
- Commanders: bar + symbol (star, crown, laurel).
6.2 Squad / Unit Numbers
Unit numbers help organize large groups and also give lore flavor.
Styles:
- Bold numbers on shoulders or helmets (07, 32).
- Alphanumeric squads (A‑3, ECHO‑7).
- Colour + icon combos (Red Squadron, Gold Company).
Make sure your numbers are:
- Legible in the chosen font/shape.
- Not overloaded—don’t put numbers everywhere; pick one or two standard spots.
6.3 Personal IDs
For hero characters, personal IDs can be:
- Engraved on chest plate or dog tags.
- Stenciled on gear.
- Tiny compared to team/role markings, so they don’t disrupt readability.
In production, think about:
- Swapping numbers procedurally on repeated units.
- Keeping number styling consistent across armor sets.
7. Marking Priority Map: Where to Put What
Different body zones have different readability importance.
7.1 High‑Priority Zones (Seen Most Often)
- Back & shoulders – visible when characters run away from camera.
- Chest & upper torso – visible in face‑to‑face and close‑ups.
- Head / helmet – small but central; good for icons and stripes.
Use these zones for:
- Team icon & team primary color.
- Role accent color.
7.2 Medium‑Priority Zones
- Forearms & gauntlets – visible in first‑person or combat.
- Thighs & hips – visible when camera is mid‑distance.
Use these zones for:
- Rank markings.
- Secondary icons and numbering.
7.3 Low‑Priority Zones
- Lower legs, boots, small accessories.
Use these for:
- Personal customization.
- Extra storytelling details.
Production tip:
- When simplifying for LOD, low‑priority zones lose detail first. Don’t put critical team markings there.
8. Concept vs Production: Making Markings Survive the Pipeline
8.1 Concepting Side Responsibilities
As a concept artist, you:
- Define the visual logic for markings.
- Explore range while preserving clarity.
- Package the system in a way production can apply.
Deliverables:
- Marking System Sheet per team:
- Team icon, role icons.
- Motif library illustrated.
- Core colorways (team + role accents).
- Rank and numbering chart.
- Placement Maps on a base mannequin or armor rig:
- Show front, side, back; label icon/stripe/number locations.
- Do / Don’t Examples:
- “Do: large chest team icon, small role icon on shoulder.”
- “Don’t: multiple competing large symbols on chest and back.”
8.2 Production Side Responsibilities
As a production artist, you:
- Apply the marking rules to actual game assets.
- Ensure markings remain legible after:
- UV mapping.
- Normal/roughness handling.
- LOD reduction.
Key tasks:
- Create decal sets for icons and numbers.
- Define shared material instances for faction colors.
- Test visibility at several camera distances.
Communication between concept and production is crucial when:
- A design looks great in a concept painting but fails at small scale.
- Certain placements conflict with rigging or armor deformation.
9. Cross‑Mode Readability: PvE, PvP, Co‑op
Different game modes emphasize different readability problems.
9.1 PvE (Player vs Environment)
- Focus: quickly identifying enemy types and threat levels.
- Markings should emphasize:
- Enemy faction vs neutral.
- Elite vs basic units.
- Special roles (healers, buff casters, heavy hitters).
9.2 PvP (Player vs Player)
- Focus: team vs team clarity and personal customizations.
- Markings should ensure:
- Team colors are unmistakable.
- Role markers are consistent, even with skins.
- Player personalization doesn’t erase team identity.
9.3 Co‑op
- Focus: quickly understanding ally roles.
- Markings should highlight:
- Who can heal or revive.
- Who brings crowd control or shields.
- Role markers must be visible from behind.
As a costume designer, consider these contexts when establishing marking priorities and placement.
10. Troubleshooting Common Marking Problems
10.1 Too Many Colors
Problem:
- Characters look noisy; team and role are unclear.
Fix:
- Limit each team to 1–2 dominant hues and 1 role accent.
- Move extra variation into value and material instead of hue.
10.2 Tiny, Complex Icons
Problem:
- Beautiful crest in concept; unreadable in game.
Fix:
- Create simplified Tier 1 icon with fewer shapes.
- Use complex version only in close‑up contexts (menu screens, cinematics).
10.3 Conflicting Markers
Problem:
- Team color says “Blue team,” but icon shape or pattern style feels like another team.
Fix:
- Re‑align motifs and icons with team’s shape language.
- Keep role differentiation mostly in accent colors and motifs, not in conflicting team signals.
10.4 Role Clarity Lost under Cosmetics
Problem:
- Skins and gear mixes obscure role markings.
Fix:
- Define non‑negotiable markers per role (e.g., a colored cross or band always visible on chest or shoulder).
- Require cosmetics to keep those markers visible or restyled but recognizable.
11. Practical Exercises for Markings & Readability
- Silhouette + Marking Challenge
- Start with a single base armor silhouette.
- Design markings for three teams using only:
- Team icon, color blocks, stripes.
- Test at small size; adjust until teams read clearly.
- Role Accent Exercise
- Choose one team colorway.
- Design 4 role variants (assault, tank, support, recon) via accent colors and small icons.
- Keep team cohesion strong.
- Rank Ladder Sheet
- For a given team, design a rank ladder using stripes, trims, and finishes.
- Apply to the same base uniform; ensure each step feels distinct but related.
- Low‑Light Test
- Take your marked costumes and drop them into a dark, high‑contrast mockup.
- Convert to grayscale. Can you still tell team and role?
- Speed Read Test
- Arrange small thumbnails of mixed teams and roles on a page.
- Give yourself 2–3 seconds to identify which unit is which.
- Adjust markings until they’re instantly readable.
12. Closing Thoughts
Markings for team and role readability are the functional backbone of Faction Identity, Insignia & Livery.
When you:
- Use icons to anchor team and role,
- Build motif and shape language that reinforces faction identity,
- Control colorways and accents with discipline,
- And design numbering systems that scale cleanly…
…you create costumes that are not just beautiful, but playable and understandable.
Whether you’re sketching first‑pass concepts or final orthos for production, keep asking:
- “Can someone who knows nothing about the lore read team, role, and rank at a glance?”
- “Does this still work from behind, in motion, and at a distance?”
When the answer is yes, your markings stop being surface decoration and become a powerful, invisible UI that lives inside the costume itself.