Chapter 2: State Changes & Feedback

Created by Sarah Choi (prompt writer using ChatGPT)

State Changes & Feedback (Open/Closed, On/Off, Safe/Armed)

Props are stories about transition. A latch slides from closed to open, a device wakes from off to on, and a mechanism crosses the line from safe to armed. Players read these transitions through a stack of cues—color, shape, light, motion, and sound—ordered by speed and reliability. This article equips concept and production prop artists to design state changes that are obvious at a glance, convincing in motion, and durable under engine, camera, and LOD constraints. The emphasis is on affordances, states, and motion cues, with equal attention to the sketchbook and the build.

1) Principles of readable states

Every state must be legible without text. In practice, this means designing at least two independent cues for any critical state: a shape change that survives grayscale, and a color/light change that survives distance. The shape cue should live in the silhouette or a high‑contrast cut, not only in texture. The color cue should obey a consistent palette across a family of props so players can generalize learning. The light cue should be staged on planes that face the gameplay camera, with intensities that compete with environment light without blooming into illegibility. Redundancy is a safety net when any one channel is compromised by angle, exposure, or VFX.

2) A taxonomy of states and their risks

Open/closed communicates access and containment; on/off communicates power and readiness; safe/armed communicates consequence. Open/closed failure confuses navigation and puzzle logic; on/off failure wastes player time hunting for nonfunctional surfaces; safe/armed failure can break encounter readability and fairness. Triage your design effort accordingly: safe/armed deserves the richest redundancy, while on/off can be lighter if the affordances already explain function. For mixed states (e.g., powered but still locked) ensure cues combine rather than cancel. A powered‑locked door, for instance, should show power active but the lock icon still closed, never a neutral blur of both.

3) Affordances as state carriers

Affordances should not only invite action; they should reflect state. A lever at rest can sit in a symmetrical neutral, but an armed position should lean into a distinct detent with a visible stop. A twist cap in “closed” can align with a keyed flat; in “open” it reveals a gap and a different rim profile. A safety cover that flips up should remove a blocking silhouette over a button, turning a previously ambiguous plane into an obvious push target. In concept, bake these differences into the contour; in production, maintain minimum clearances and proud planes so the change remains visible after optimization.

4) Color systems that travel from concept to ship

Color is the fastest state shorthand, but only when disciplined. Define a palette at the family level: cool neutrals for inert structure, a single accent for interactive affordances, and two state colors that are distinct in value as well as hue. For on/off, dark desaturated off‑states prevent false positives under bright lighting; for armed/safe, pair a calm “safe” color with a high‑energy “armed” color that also shifts value and saturation. Avoid relying solely on red/green for accessibility; incorporate blue/amber or shape/position differences so colorblind players still read the state. In production, confirm that MIP maps and tone mapping don’t crush the chosen values at gameplay sizes; if they do, exaggerate value separation and add rim‑friendly placements.

5) Shape language as the non‑negotiable cue

Shape changes are the most reliable across distance and VFX. Open vs. closed should alter the silhouette: a latch rotates out to create a new negative space; a bay door retracts to carve a dark cavity; a safety shroud slides to reveal a circular trigger void. On vs. off can change plane relationships: a display angle tips toward the user and a bezel projects forward; off rests flush and quiet. Safe vs. armed should change balance and edge character: armed exposes triangles, teeth, or vents; safe hides them behind rounded covers. Where possible, align these shape changes with mechanical plausibility so animation has clear beats to perform.

6) Light and emissive logic

Light is a powerful amplifier when staged correctly. On/off can be expressed as a subtle baseline glow that brightens and shifts hue in the on‑state. Safe/armed benefits from temporal behavior: steady for safe, pulsing or scanning for armed. Open/closed can use spill light from the interior cavity to paint nearby edges, proving that space exists beyond. Always position emissives on planes visible to the relevant camera and protect them with small bezels so bloom doesn’t erase their shape. Provide emissive masks at multiple scales—icon, bar, and field—so LOD swaps retain a readable signal.

7) Motion as meaning

Motion confirms cause and effect. Design arcs and slides that explain how the mechanism transitions and where it will land. Use anticipation (a slight back‑move before a big open), overshoot (a small bounce at the detent), and settle (a brief damped return) to sell weight and friction. For safe to armed, make the path irreversible in feel: a guard flips past a point of no return, a pin withdraws with a snap, a spring compresses audibly and visually. In concept, sketch the motion with three or five key poses that are individually readable silhouettes. In production, annotate timeline durations and ease shapes so animators hit the intended beats without guesswork.

8) Icons, labels, and the diegetic UI layer

When icons are needed, they should echo the shape changes, not replace them. A closed padlock icon should sit on a plane that is literally locked by an overlapping physical part; an “On” glyph should live on a button that rises in the on‑state. Print or etch icons into mid‑value planes so they are never the sole source of contrast. Prefer relief and silhouette to high‑frequency decals that will MIP away. If a diegetic display presents state text, back it up with a physical cue so the momentary loss of a screen does not erase the state.

9) Camera contexts and readability

First‑person reads rely on forward cones and lateral silhouettes; place state cues on the front‑upper third of the prop where they remain visible during aim sway. Third‑person relies on rear and side planes; cant handles and bezels so their on‑state lights and shape changes are readable from behind. Isometric games benefit from planform cues: rooftop tell‑tales, perimeter light bars, and open hatches that change the footprint. Cinematic hero shots can use low angles and rim lighting to dramatize, but ensure the same cues still function in gameplay views or you will ship two conflicting languages.

10) LOD, mipmapping, and survival strategies

State cues often die at distance if they are too fine. Build a cascade: at LOD0 you may show numerical readouts and micro LEDs; at LOD1 those condense into icon blocks; at LOD2 they become a simple bar or single pixel cluster; at LOD3 only a shape change and big value zone remain. Author texture MIPs deliberately for emissives so they do not smear to mid‑gray; consider outline‑friendly masks that hold a crisp edge. Protect silhouette‑critical parts with geometry rather than normals, especially for safe/armed guards, latches, and caps.

11) Sound and haptics as silent partners

Even though this article focuses on depiction, plan for sound hooks. A safe‑to‑armed transition wants a higher‑tension sound family than open/close. Detents, ratchets, and pneumatic whooshes reinforce the visual mechanics and help players time interactions. When you annotate motion, include sound beats where physical events happen—pin clears, seal breaks, motor spools—to keep the audiovisual story aligned. If your studio supports controller haptics, call out the moments where vibration should confirm state.

12) Workflow: from thumbnail states to production sheets

Begin with paired silhouettes for each state at identical scale. If the difference is not obvious at thumb size, the design is not ready. Move to grayscale value studies that verify color independence: the state should read even when hue is removed. Add a hero three‑quarter angle for each state, staged to maximize separation and eliminate tangencies. In the handoff sheet, include orthos with mechanical travel and clearances, numeric color values with value targets, emissive nits or relative brightness notes, and an animation strip with keyed poses and timestamps. Lastly, supply a “state cascade” reference showing LOD survival across distances.

13) Production guardrails and collaboration

Concept must declare the non‑negotiables: which silhouette breaks define each state, which emissives must remain visible at LOD2, and which color/value pairs are reserved for safety‑critical reads. Production must echo these with bevel tiers, minimum wall thickness around cavities, emissive mask sizes, and shader parameters for tone‑mapping stability. When conflicts arise—poly budget vs. guard geometry, PBR accuracy vs. readability—prototype both directions in engine and choose the version that remains legible at target distances and motion speeds. The correct solution is the one the player cannot misread.

14) Common failure patterns and repairs

States that rely only on LEDs fail under bright environments; pair lights with shape movement or value blocks. Color‑only armed cues fail for colorblind players; pair hue with pulse patterns, icons, or exposed mechanism. Micro‑ornamented open/closed mechanics read at 1:1 but vanish at distance; convert them into silhouette‑visible voids and stepped planes. Over‑bloomed emissives erase iconography; add bezels and reduce intensity while increasing area. Conflicting cues—like a green light on a menacing exposed blade—breed cognitive dissonance; align shape, color, and light toward the same emotional truth.


State design is a promise kept in motion. When color, shape, and light tell the same story—and when those cues survive the camera and the engine—players never wonder what just happened. They see it, feel it, and act with confidence. Build that redundancy from your first thumbnail, protect it through production, and your props will read true from “off” to “on,” from “closed” to “open,” and from “safe” to “armed.”