What is the simplest planning workflow for a game icon?
Choose the player promise, pick one focal subject, decide the emotion, and test whether the result still reads when small. A focused brief gives every creative direction a useful job.
Practical checks
Examples to check
- Simulator: oversized reward object plus one visible upgrade cue.
- RPG: one hero class signal with a threat or destination behind it.
- Horror: a readable light source, a vulnerable player, and a single threat.
Recommendation
Keep the next decision simple
Write one sentence that starts with "Players become..." before choosing props or effects.