Brand

Lewydo™ brand

One heart, the same everywhere

How to recognise Lewydo — and everything a Lewydo game needs to show it the same way: the mark, its colours, the splash screen, the menu signature, About us and the heartbeat. The pictures and the code are right here, free to use in Lewydo projects.

Recognise

How to recognise Lewydo

A hand-drawn green heart shaped like a speech bubble, glowing mint on deep night blue, with a round white name under it. Wherever you see it, the game was made by the two of us, with love.

123 45
  1. The heartDrawn by hand, shaped like a speech bubble: dark ink, a green fill with a chalky texture, a few splashes of paint.
  2. The glowA soft mint glow (#6DF593) around the heart — it is part of the mark, never a separate effect.
  3. The name«Lewydo» in Nunito Black, white, with a soft shadow.
  4. The slogan«Love What You Do» — always in English, it is a trademark. Its bold letters spell the name.
  5. The lineA thin white line, 146 wide, that closes the mark.

Love What You Do

↓

LeWYDo

The name is made of the slogan: the bold letters of «Love What You Do» read Lewydo. That is why the slogan is never translated.

Lev-why-do/lɛv.waɪ.doʊ/

«Lewydo» is «Love What You Do» said quickly: three syllables, Lev-why-do.

Every game starts with itThe splash screen: the Lockup appears, the heart beats once.
At the bottom of every menuThe signature pill — tap it to meet the studio.
In About usThe Lockup above a few words about the two of us.
On our sitelewydo.com — the heart built from the pixels of our games.

Rules

Keep it the same

Do

  • Use the pictures and the code of the kit as they are.
  • Keep the colours, the font and the proportions: the Lockup is 208×322, the signature 24 + name.
  • Let the heart beat once when the brand appears: the splash, About us (every time it opens), the menu pill.
  • Theme the background and the ambient light to your game — the mark stays the same on top of it.
  • Keep it on a dark background (#0E1024 or your game's own dark night).

Don't

  • Redraw, recolour, stretch, squash, rotate or add effects to the mark.
  • Translate the slogan or set the name in another font.
  • Loop the heartbeat — a logo that blinks forever distracts from the game.
  • Put it on a light or busy background.
  • Play the sound in a loop, louder than the game, or when the player has turned sounds off.
recoloured
stretched
rotated
no colour

Colours & type

Night blue, a mint glow, a green heart

Tap a colour to copy it.

Nunito — the brand font

Lewydo

Love What You Do

  • Name — Nunito Black 54, line 74, white, shadow 0 4 2 rgba(0,0,0,.25)
  • Slogan — Nunito 14, line 19: L, e, W, Y, Do — Black, the rest — Regular
  • In apps the name and the slogan are pictures (the kit) — no font needed.

Text around the brand

  • About us text — Nunito Medium 15 / 23, width 312, centred
  • The thank-you («Thank you for playing!») — its own last line under the text: centred, one line in every language (a long one gets smaller, it never wraps); Nunito ExtraBold 15 / 23, white
  • Buttons — 296×52, radius 16; green #3DDC84 with #04120A text, or outlined
  • Nunito is free (SIL OFL): Google Fonts

In every game

The splash, the loader credits, About us, the menu signature

The same four places in every Lewydo game, 360×800. The mark and its numbers never change; the background and the light may follow the game — try it:

00 · BrandScreenThe splash

The first screen of every game, ≈ 4 s: the mark arrives, then the heartbeat with the Lewydo sound, then the game's loader.

00 → LoaderScreenWho made it

the game's own loader

Powered by LibGDXDeveloped by Lewydo™Version 1.0.0

Right after the splash, at the bottom of the game's loader (never on the splash itself): who made the game, on what, and which version. The version is the app's own, so it changes by itself with every release.

01 · About usAbout us

About us

Our websitelewydo.com Our games on Google Play© 2026 Lewydo™

The heart beats every time About us opens. The text, the buttons and the back button are each game's own; the mark is the same.

02 · MenuThe signature

YOUR GAME

the game's own menu

A quiet signature, not an ad: centred, 34 px from the bottom. Tap → About us (the pill presses to 0.96). It beats once when the menu appears — tap it here.

The splash, second by second

The heart arrives
«Lewydo»
Slogan
Line opens
The heartbeat — the finale
Sound: lub · dub
Take it in
01234 s

The numbers

  • Lockup 208×322: logo 208×208 (the glow fills it, the heart 140×140 in the middle) · name 208×74 · slogan 208×19 · line 146×1, 20 below
  • Splash: the heart arrives 0.15→0.85 s · the name 0.55→1.1 and the slogan 0.85→1.4 come into focus · the line opens 1.15→1.85 · the finale: a breath in at 2.0, lub at 2.17, dub at 2.45, two waves of light · the sound from 2.09 · 3.8 s → the game
  • About us: Lockup at top 108 · text at 456, width 312 · buttons 296×52 at 584 and 682 · the site address at 648 · © at 764
  • Signature pill: 28 high, radius 999, border 1 px #3DDC84 24 %, fill 4 %, › 5×8 #9DF5C2 65 %, paddings 3 / 10, gap 5; tap area 48
  • Loader credits: Powered by LibGDX · Developed by Lewydo™ · Version + the app's version — Inter Medium 10, line height 12, white 25 %, centred; a 360×36 block 28 above the bottom (+ safe area); English in every language

Heartbeat

One beat, when the brand appears

The heart and its glow beat separately — a quick «lub-dub» — exactly once: when the splash shows, every time About us opens, when the menu pill appears. Never in a loop. With «reduce motion» on, it doesn't beat at all.

Scale over 0.45 s

1.001.051.101.1500.10.20.30.40.5 s
heart: 1.13 → 1 → 1.07 → 1 (0.10 / 0.12 / 0.10 / 0.12 s, sineOut / sineIn)
glow: waits 0.05 → 1.15 → 1.05, stays at 1.05 (0.12 / 0.28 s)

In the splash the beat is the finale: the whole mark arrives first, then a breath in, a big lub and a dub, two waves of light — and the Lewydo sound.

Sound

The sound of Lewydo

Only the heart: two soft, round heartbeats — the first stronger, the second quieter — right on the beats of the mark. No melody, nothing ringing: a calm, warm hello.

  • Once per launch, with the splash — never in a loop.
  • At full volume when the game's sounds are at their usual level (gain 1.0); the player's slider may only make it quieter; sounds off — silence.
  • Never change it, cut it or play it under music.
  • A web page may play it only after a tap; a splash that opens by itself stays silent.
  • One file everywhere: lewydo-heartbeat.wav — every game, its web prototype and its site play this very file, byte for byte. Lossless (16-bit PCM, 48 kHz, stereo) and made for phone speakers (its own overtones, peaks at −1 dBFS) — so Lewydo sounds the same wherever you hear it.
package com.lewydo.brand

import com.badlogic.gdx.math.Interpolation
import com.badlogic.gdx.scenes.scene2d.Actor
import com.badlogic.gdx.scenes.scene2d.actions.Actions
import com.badlogic.gdx.utils.Align

/**
 * Lewydo™ heartbeat — the studio standard for every Lewydo game — https://lewydo.com/brand/.
 *
 * The heart (BRAND_FRONT) and its green glow (BRAND_BACK) beat SEPARATELY, ONCE,
 * at the moment the brand appears:
 *   • the splash screen shows,
 *   • the «About us» window opens (every time it opens),
 *   • the Lewydo pill appears at the bottom of the menu.
 * Never wrap it in Actions.forever — a looping logo distracts from the game.
 *
 *   heart: 1.13 (0.10 s, sineOut) → 1.00 (0.12, sineIn) → 1.07 (0.10, sineOut) → 1.00 (0.12, sineIn)   = 0.44 s
 *   glow:  wait 0.05 → 1.15 (0.12, sineOut) → 1.05 (0.28, sineIn), then it stays at 1.05               = 0.45 s
 *
 * The splash (BrandScreen) ends with a bigger, juicier version of it — finale() — together with the Lewydo sound.
 *
 * Usage (e.g. in ABrand.addActorsOnGroup, or when the About window is shown):
 *     LewydoHeartbeat.play(front = aFrontImg, back = aBackImg)
 *     LewydoHeartbeat.play(aFrontImg, aBackImg, delay = 0.25f)   // after the window's own open animation
 */
object LewydoHeartbeat {

    fun play(front: Actor, back: Actor, delay: Float = 0f) {
        // start clean: calling it again (the window re-opens) replays the same single beat
        front.clearActions(); front.setScale(1f); front.setOrigin(Align.center)
        back.clearActions();  back.setScale(1f);  back.setOrigin(Align.center)

        front.addAction(
            Actions.sequence(
                Actions.delay(delay),
                Actions.scaleTo(1.13f, 1.13f, 0.10f, Interpolation.sineOut),
                Actions.scaleTo(1.00f, 1.00f, 0.12f, Interpolation.sineIn),
                Actions.scaleTo(1.07f, 1.07f, 0.10f, Interpolation.sineOut),
                Actions.scaleTo(1.00f, 1.00f, 0.12f, Interpolation.sineIn),
            )
        )

        back.addAction(
            Actions.sequence(
                Actions.delay(delay + 0.05f),
                Actions.scaleTo(1.15f, 1.15f, 0.12f, Interpolation.sineOut),
                Actions.scaleTo(1.05f, 1.05f, 0.28f, Interpolation.sineIn),
            )
        )
    }

    /**
     * The splash's heartbeat (BrandScreen v2), when the whole mark is already in place: a breath in, a big «lub», a «dub»;
     * the glow blooms with each beat and stays at 1.05; two waves of light (copies of the glow) leave the heart.
     * Starts at [delay] (2.0 s into the splash); the «lub» peaks 0.17 s later, the «dub» at 0.45 s — the sound's beats land there.
     */
    fun finale(front: Actor, back: Actor, waveA: Actor, waveB: Actor, delay: Float = 0f) {
        listOf(front, back, waveA, waveB).forEach { it.clearActions(); it.setScale(1f); it.setOrigin(Align.center) }
        val snap = Interpolation.pow3Out          // the attack of a beat: fast, then easing
        val soft = Interpolation.sine             // the release

        front.addAction(
            Actions.sequence(
                Actions.delay(delay),
                Actions.scaleTo(0.95f,  0.95f,  0.099f, soft),     // a breath in
                Actions.scaleTo(1.20f,  1.20f,  0.072f, snap),     // LUB
                Actions.scaleTo(0.97f,  0.97f,  0.108f, soft),
                Actions.scaleTo(1.12f,  1.12f,  0.171f, snap),     // DUB
                Actions.scaleTo(0.985f, 0.985f, 0.117f, soft),
                Actions.scaleTo(1.012f, 1.012f, 0.153f, soft),
                Actions.scaleTo(1.00f,  1.00f,  0.180f, soft),
            )
        )
        back.addAction(
            Actions.sequence(
                Actions.delay(delay),
                Actions.scaleTo(0.98f, 0.98f, 0.12f, soft),
                Actions.scaleTo(1.30f, 1.30f, 0.10f, snap),        // the glow blooms on the lub…
                Actions.scaleTo(1.10f, 1.10f, 0.18f, soft),
                Actions.scaleTo(1.20f, 1.20f, 0.12f, snap),        // …and on the dub
                Actions.scaleTo(1.05f, 1.05f, 0.48f, soft),        // then stays at 1.05, like the short beat
            )
        )
        wave(waveA, delay + 0.12f, from = 0.55f, to = 1.90f, duration = 1.0f)
        wave(waveB, delay + 0.40f, from = 0.32f, to = 1.55f, duration = 0.9f)
    }

    private fun wave(wave: Actor, delay: Float, from: Float, to: Float, duration: Float) {
        wave.color.a = 0f
        wave.addAction(
            Actions.sequence(
                Actions.delay(delay),
                Actions.alpha(from),
                Actions.parallel(
                    Actions.scaleTo(to, to, duration, Interpolation.pow3Out),
                    Actions.fadeOut(duration, Interpolation.pow3Out),
                ),
            )
        )
    }
}

Downloads

The brand kit

The pictures are the ones from Figma that the games use: PNG @3x of the sizes above, sharp on any screen. Apps take the PNGs or the whole LibGDX atlas; websites can take the WebP copies of the same pictures.

Everything in one file

Pictures (PNG + WebP), the sound, the LibGDX atlas, the Kotlin and web code, brand.json — 2.9 MB
⬇ lewydo-brand-kit.zip

The heart and its glow

brand_front (the heart) over brand_back (the glow) — two pictures, so they can beat separately. Logo box 208, heart 140.

The name

«Lewydo» — 208×74. White: for dark backgrounds.

The slogan

«Love What You Do» — 208×19. Never translated.

The line

146×1, 20 below the slogan; on the splash it opens from the middle.

The whole Lockup

One transparent picture — for stores, videos and slides. In a game, build it from the parts (the splash animates them).

The signature pill

The menu pill from Figma, one transparent picture. In a game, build it from the parts, so the heart can beat.

The LibGDX atlas

All five pictures in one texture — assets/atlas/, EnumAtlas.BRAND.
♥ ♪

The sound

The heartbeat — one lossless .wav for games, web prototypes and sites. No .ogg or .mp3 copies: every device would decode them a little differently.
</>

The code

LibGDX (Kotlin) for the games, CSS for the web — the splash, the heartbeat, the pill.

App icon

The heart on night blue: 512, 180 (Apple), 64 (favicon).

How we work

Prototype first, then the game

This is how every Lewydo game is made.

  1. 1

    New things start in the prototype. A screen, a mechanic, a text or a number is made and tried in the game's web prototype first — it's quick to test in a browser.

  2. 2

    The game is ported from it. The game (LibGDX: Android, later iOS) takes everything from the prototype, numbers and words one to one: the prototype is the reference.

  3. ✕

    Never the other way round. Something new made only in the game is unknown to the prototype, and the two drift apart. Even a fix: first in the prototype, then in the game.

For developers

Put Lewydo into a new game

Everything below lives in the site’s repository → brand/ and in brand.json (all the numbers, the texts in every language of our games and the file addresses — for code and for Claude).

  1. The atlasCopy kit/atlas/brand.atlas + brand.png into assets/atlas/ and kit/sound/lewydo-heartbeat.wav into assets/sound/; the atlas regions: brand_back, brand_front, lewydo, slogan, brand_line (your assetsBrand, EnumAtlas.BRAND).
  2. The codeCopy LewydoHeartbeat.kt (package com.lewydo.brand) and BrandScreen.kt, ABrandGroup.kt, ABrandLogo.kt; replace yourgame with your package. They use the Lewydo LibGDX base (AdvancedScreen, AConstraintLayout, AAutoLayout).
  3. The splash firstStart the game on BrandScreen: ≈ 4 s — the mark arrives, the heartbeat and the Lewydo sound, then LoaderScreen. Connect soundVolume() to your game's sound settings: 1.0 at their usual level, quieter only if the player turns sounds down.
  4. The menu signatureThe pill at the bottom of the menu (centred, 34 px from the bottom) → About us; one beat when the menu appears.
  5. About usThe Lockup at top 108, the studio text (English is the reference; every language of our games is in brand.json), «Our website» → https://lewydo.com/ with the address under it, «Our games on Google Play» → our developer page, «© 2026 Lewydo™». One beat every time it opens.
  6. Your game's worldTheme the background and the light behind the mark to your game — never the mark itself.

For Claude in another project — copy this (Claude reads it in English)

Use the Lewydo brand kit for this game's brand (splash, loader credits, menu signature, About us, heartbeat):
https://lewydo.com/brand/ — the rules and a live preview
https://lewydo.com/brand/brand.json — every number, text (every language of our games) and file address
If the web is blocked in your sandbox: git clone --depth 1 https://github.com/RoShevasternin/roshevasternin.github.io and use its brand/ folder (brand/kit/…, brand/brand.json).
Take the pictures, the LibGDX atlas and the code from the kit as they are — never redraw the mark. The heart beats once when the brand appears, never in a loop.
The sound: kit/sound/lewydo-heartbeat.wav — the one file for the game, its web prototype and its site; copy it as is, byte for byte (check its sha256 in brand.json), never convert it to .ogg or .mp3; once, with the splash, at full volume when the game's sounds are at their usual level.
About us: the text, then «Thank you for playing!» as its own last line — centred, one line in every language (smaller, never wrapped).
Loader: on the screen right after the splash (never on the splash itself; only there — not in About us), at the bottom — «Powered by LibGDX» / «Developed by Lewydo™» / «Version» + the app's own version name, read at run time (never typed in): Inter Medium 10, line height 12, white 25 %, centred, a 360×36 block 28 above the bottom (+ safe area); English in every language.
How we work: prototype first — everything new is made and tested in the game's web prototype, then ported to the game. Never add anything new directly in the game: the prototype would not know it.