Every other file in a brand pack gets a rectangle to itself. The watermark does not. It is drawn on top of a game that is already using the screen, next to a minimap, a chat box and whatever the server's own scripts put there, and it has to stay legible without becoming the thing people notice.
That makes it the piece most often got wrong, usually in one of two directions: too large and opaque, so it reads as an advert over somebody's roleplay scene, or so faint and tucked away that it never survives a screenshot.
What the game is already drawing
Before choosing a corner it is worth being honest about which parts of the screen are already spoken for. These positions are the base game's, before a single server script adds anything.
| Region | What lives there |
|---|---|
| Bottom left | The minimap, and the street and area names above it |
| Top left | Chat, and most notification feeds |
| Top right | Cash and bank lines, mission text |
| Bottom centre | Subtitles and interaction prompts |
| Centre | The weapon wheel when it opens, and every menu |
What is left is the top centre strip and the upper right below the cash lines. Those are the two places a watermark can live without contesting something the player needs, and they behave differently.
Top centre
The strongest position for recognition and the worst for restraint. It sits in the middle of every screenshot anyone takes, which is the point, and it is also directly in the eye line, which is why it has to be small and low in opacity to be tolerable. If the watermark is going here it should be a mark and a short name, not a mark plus a slogan plus a Discord invite.
Upper right
The safer default. It survives screenshots, it is out of the eye line, and it is below the cash display rather than under it. The cost is that some servers already put a HUD there, so it is the first position to check against whatever the server actually runs rather than against a clean game.
Why 768x288
The watermark ships at 768x288, which is 8:3. That is wider than a logo and shorter than a banner, and the ratio is doing a specific job: it fits a mark on the left and a name on the right in one horizontal strip, which is the shape that reads fastest at small on-screen sizes.
It is drawn far smaller than that. A watermark on a 1080p screen is typically somewhere between 180 and 260 pixels wide, so the file is being reduced to roughly a quarter of its rendered size. That is deliberate and it is the same reasoning used everywhere else in the pack: render well above the target, reduce cleanly, and the edges stay sharp instead of acquiring the soft fringe that comes from drawing small and scaling up.
| Screen | Typical drawn width | Reduction from 768 |
|---|---|---|
| 1920x1080 | 180 to 220 px | about 3.8x |
| 2560x1440 | 240 to 290 px | about 2.9x |
| 3440x1440 ultrawide | 240 to 290 px | about 2.9x |
| 3840x2160 | 360 to 440 px | about 1.9x |
The 4K row is the one that decides the render size. At 1.9x there is very little headroom left, which is why the file is not shipped at 512 wide even though 512 would be plenty for a 1080p screen.
Transparency is not optional
A watermark is composited over whatever is behind it, and what is behind it is a game that is sometimes a bright desert at noon and sometimes an alley at three in the morning. There is no background colour that works for both, which means the file has to carry a real alpha channel rather than a plate.
This rules out one format outright. GIF transparency is one bit per pixel: every pixel is either fully opaque or fully invisible, with nothing in between. A mark with a soft glow, a bevel or an anti-aliased edge has hundreds of partly transparent pixels around its outline, and GIF has to decide for each of them. The result is a hard, jagged fringe that is invisible against the background it was flattened on and obvious against every other one.
- PNG for the still watermark. Eight-bit alpha, lossless, and the file is small because the artwork is mostly transparent.
- WebM with alpha for the animated one, when the server is drawing it through a browser surface.
- APNG when the draw path is an image rather than a video surface and the animation is short.
- Never GIF, for the reason above.
The animated copy and what it costs
An animated watermark is drawn every frame, on top of a game that is already working, for the entire time a player is connected. That is a different proposition from an animated Discord banner, which is decoded once when somebody opens a page.
It is worth having, and it is worth being conservative about. The version that works is a slow loop with a small amount of movement: a sheen that crosses the mark every few seconds, a gentle pulse on one element, an outline that breathes. The version that does not is anything a player can follow with their eyes, because then they are watching the watermark instead of the game.
- Keep the loop long. Four to eight seconds reads as atmosphere; one second reads as a flashing advert.
- Move one thing, not three. The eye tracks the fastest moving element on screen and it should never be the branding.
- Hold still at the ends of the loop so the restart is not a visible jump.
- Ship the still PNG alongside it. Some servers disable the animated path, and some players are on hardware where every drawn frame matters.
Opacity, and the number most people get wrong
A watermark at full opacity is a sticker on somebody's screen. A watermark at twenty per cent is invisible the moment it is over a bright sky. The usable band is narrower than it sounds, and it depends on whether the artwork has its own dark backing.
| Artwork | Workable opacity | Why |
|---|---|---|
| Light mark, no backing | 70 to 85% | Needs the weight to hold against a bright sky |
| Light mark on a soft dark pill | 55 to 70% | The pill carries the contrast, the mark can be lighter |
| Dark mark, no backing | Avoid | Disappears against night scenes and interiors |
| Full colour mark | 60 to 75% | Colour reads earlier than luminance, so it needs less |
The second row is the one worth building toward. A mark sitting on a low-opacity rounded dark shape is legible over anything, because the shape provides the contrast instead of asking the background to. It also means the mark itself can be a single flat colour, which is what survives being reduced to 200 pixels wide.
Testing it properly
Watermarks are judged on a design canvas against a flat grey and then shipped. Every failure mode is a background the designer never saw.
- Noon in the desert. The brightest thing the game has. A light mark without backing fails here first.
- An unlit interior at night. The darkest. A dark mark fails here.
- Rain at dusk, which is where the game's own colour grading is strongest and where a coloured mark can end up tinted.
- A vehicle interior in first person, because the dashboard occupies a different part of the screen than anything on foot does.
- The pause menu, which dims the world and leaves the watermark at full strength over a flat panel.
The fifth is the one that catches people. The pause menu darkens everything behind it, so a watermark tuned to sit quietly over gameplay suddenly becomes the brightest thing on screen, and it is exactly the state in which players take screenshots to show somebody a bug.
What belongs in it, and what does not
At roughly 200 pixels wide the watermark holds a mark and about twelve characters of name. That is the whole budget. Everything else that servers try to put there is better placed somewhere a player is actually looking for it.
- The mark and the server name: yes, this is what the slot is for.
- A Discord invite: no. It is unreadable at that size and the connecting banner already carries it.
- A website URL: no, for the same reason.
- A tagline: no. The loading screen has room for one, the watermark does not.
- A streamer or staff tag: only if the server is generating a separate copy per person, which is a different file, not this one.
The watermark's job is recognition, not conversion. Somebody who sees it a hundred times in an evening and then recognises the mark on a Discord server list has done exactly what the file was for.
Questions people actually ask
Can the watermark be a different size than 768x288?
It can be anything, because it is drawn by a script rather than read by a platform. 768x288 is a working default: wide enough for a mark and a name, large enough to survive a 4K screen, and small enough that the file is trivial. A square mark with no name works better at 512x512, and that file already exists in the pack as the logo.
Why does it look soft in game when the file is sharp?
Almost always because it is being drawn larger than the source at that resolution, or because it is being drawn at a non-integer position and the game is sampling between pixels. Check the drawn width against the table above first; if it is being scaled up, the fix is a larger source, not a sharper one.
Should the watermark match the loading screen exactly?
It should share the mark, the accent and the typeface, and nothing else. The loading screen is a full composition with a scene behind it; the watermark is the mark reduced to its silhouette. Trying to carry the scene into 200 pixels produces a smear that reads as neither.
Published 13 October 2026 · 1,714 words ·