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Game Colour Palette Creator: Harmonies, Shades and Export

Pick a base hue and a colour harmony. You get hue-shifted ramps from dark to light for each colour, ready to export for your engine or pixel art editor.

#371010
#871f29
#da2b4e
#e2819e
#f1d0dd
#372410
#87491f
#da5f2b
#e29481
#f1d3d0
#373710
#877c1f
#dab72b
#e2c581
#f1e4d0

Click a swatch to copy its hex code. Lightness runs from dark to light in every row; hue shifting keeps shadows and highlights from looking flat.

How to choose a palette that holds together

Fewer colours look more intentional. Start with one base, add one accent from a harmony and keep the rest as shades of those. Check readability: the player should tell the ground, the danger and the goal apart at a glance.

Hue shifting, shadows leaning cool and lights leaning warm, is what makes ramps feel painted instead of just darker and lighter.

When to use it

  • Pixel art from the first sprite

    Start with ramps that already shift hue, so shading looks alive instead of just darker.

  • Giving each area its own mood

    Make one palette per zone (a cold forest, a warm town) from the same harmony so the game still feels unified.

  • Telling players what matters

    Use the accent colour of the harmony only for pickups, doors and enemies so they stand out.

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Questions

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