Game Colour Palette Generator
Generate harmonious colour palettes for games with colourblind simulation, contrast checking, and engine code export.
Choosing colours for a game involves more than aesthetics. Your palette needs to work for colourblind players (affecting up to 8% of male players), maintain readable contrast ratios, and keep characters visible against varied backgrounds. This tool generates harmonious palettes and tests them against real accessibility constraints.
Presets
Base Colour
#E63946
#39E6D9
Palette
Crimsonrgb(230, 57, 70)hsl(355, 78%, 56%)
Turquoisergb(57, 230, 217)hsl(175, 78%, 56%)
Contrast Matrix
WCAG contrast ratios for every colour pair in your palette.
| FG \ BG | ||
|---|---|---|
| — | 2.7 | |
2.7 | — |
Green: AA pass (4.5:1+)Yellow: large text only (3:1+)Red: fail (<3:1)
Sprite Readability
Each palette colour shown as a character silhouette against common game backgrounds.
| Colour | Grass | Sky | Stone | Cave |
|---|---|---|---|---|
#E63946 | ||||
#39E6D9 |
Export
new Color[] { new Color(0.902f, 0.224f, 0.275f), new Color(0.224f, 0.902f, 0.851f) }Frequently asked questions
What is the most common form of colourblindness?
Deuteranopia (red-green) is by far the most common, affecting roughly 5 percent of men and under 1 percent of women. Protanopia is similar but rarer. Tritanopia (blue-yellow) is rarer still. Designing primarily against deuteranopia covers the largest portion of affected players.
What contrast ratio do I need for game UI text?
Aim for WCAG AA: 4.5:1 for body text and 3:1 for large or bold text. For HUD text overlaid on gameplay, push higher (7:1 if possible) and add a subtle stroke or backdrop, since the underlying scene changes constantly.
How many colours should be in a game palette?
For pixel art and stylised games, 5 to 16 colours give a unified look. For full 3D, you typically work with a primary, secondary, accent, and a neutral plus their tonal variations: roughly 8 to 12 anchor colours that everything else derives from.
Should game colours be the same in sRGB and linear space in Unity?
Pick colours in sRGB (Inspector default) but expect them to look brighter in Linear colour space rendering. Use the Project Settings > Player > Color Space option to choose Linear for PBR-style rendering. Convert any hardcoded Color values that were chosen in Gamma space using mathf.GammaToLinearSpace.
Last updated: