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2010


                   Game Design 2
                         Lecture 4: Text




http://www.comu346.com                     dfarrell@davidlearnsgames.com
Reading


• Duarte 140 - 155
• Fox 87-98
Two Questions


• How can you use text visually to
  accomplish design goals?
• How can text help you visualise data?
Anthropomorphised Fonts
 • Fonts have personality.
  • Serious
  • Playful
  • Friendly
  •Tense
  • Annoying
  • Distressed
Functional Fonts

•fixed    width fonts {
      useful for programming;
      because characters line up;
  }

• Other fonts are suitable for OCR
 • (0 vs O)
Font components


     play
play
Cap Height
play
Cap Height


X Height
play
Cap Height


X Height




Baseline
play
Cap Height

               Ascender
X Height




Baseline
play
Cap Height

               Ascender
X Height




Baseline

                          Descender
Serifs




             play
Cap Height

               Ascender
X Height




Baseline

                          Descender
Serifs




             play
Cap Height

                        Ascender
X Height




Baseline

                                   Descender

              Counter
Serifs




             play
Cap Height

                                 Ascender
X Height




Baseline

                                            Descender

                       Counter



             Kerning
Serif Fonts

•
The serifs connect letters
• useful at small point size
• or in large paragraphs
• problematic for dyslexics
Sans Serif Fonts

•
Sans means ‘without’
• generally accepted as easier to read
• work better on computer screens
Ligatures

•
firefly
• note how the ‘f’ and ‘i’ interact without
    ligatures

•
firefly
• Apple apply ligatures to ‘fi’ but not to ‘fl’
Kerning

• Fixed   width fonts look strange
  because they force equidistant spacing
  between letters.
• Kerning is the process of adjusting space
  between letters to soothe the eye.
Mixing Fonts

• Paired fonts can be effective.
 • one for header
 • one for main text
• Have a really GOOD reason before going
  to three or more fonts
Colour & Contrast
• Essential in menus & HUD
• If game is dark, use light text
• If game is light, use dark text
• If cannot guarantee background, add a
  border to text
 • can be x pixel border or container space
Animating Text

• Only animate if it adds meaning
 • Nintendo style of conversation is to
    animate blocks of text
• Colour change for rollovers == OK
• Colour change to make GUI shiny == bad
Using Text
• Where possible, show don’t tell
 • but where necessary tell
 • Tufte: “to clarify, add detail”
• Use little text
 • Even in adventure games, people don’t read
 • WOW - http://bit.ly/wowtextlimit
• Avoid UPPPERCASE
Using Text

• Sparing use of colour or emphasis can
  pass on important information
• If you allow resizing of text, test extremes
  to see how your design holds up (especially
  true of web browser based games)
• Consider fully justifying blocks of text
Text as visualisation
• Word Clouds
Internationalisation

• Not all fonts are compatible
• UTF-8 fonts should work
• Much care needed if copy / pasting
• If using dynamically loaded text, often text
  effects cannot be applied.

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Game Design 2 (2010): Lecture 4 - Text

  • 1. 2010 Game Design 2 Lecture 4: Text http://www.comu346.com dfarrell@davidlearnsgames.com
  • 2. Reading • Duarte 140 - 155 • Fox 87-98
  • 3. Two Questions • How can you use text visually to accomplish design goals? • How can text help you visualise data?
  • 4. Anthropomorphised Fonts • Fonts have personality. • Serious • Playful • Friendly •Tense • Annoying • Distressed
  • 5. Functional Fonts •fixed width fonts { useful for programming; because characters line up; } • Other fonts are suitable for OCR • (0 vs O)
  • 10. play Cap Height Ascender X Height Baseline
  • 11. play Cap Height Ascender X Height Baseline Descender
  • 12. Serifs play Cap Height Ascender X Height Baseline Descender
  • 13. Serifs play Cap Height Ascender X Height Baseline Descender Counter
  • 14. Serifs play Cap Height Ascender X Height Baseline Descender Counter Kerning
  • 15. Serif Fonts • The serifs connect letters • useful at small point size • or in large paragraphs • problematic for dyslexics
  • 16. Sans Serif Fonts • Sans means ‘without’ • generally accepted as easier to read • work better on computer screens
  • 17. Ligatures • firefly • note how the ‘f’ and ‘i’ interact without ligatures • firefly • Apple apply ligatures to ‘fi’ but not to ‘fl’
  • 18. Kerning • Fixed width fonts look strange because they force equidistant spacing between letters. • Kerning is the process of adjusting space between letters to soothe the eye.
  • 19. Mixing Fonts • Paired fonts can be effective. • one for header • one for main text • Have a really GOOD reason before going to three or more fonts
  • 20. Colour & Contrast • Essential in menus & HUD • If game is dark, use light text • If game is light, use dark text • If cannot guarantee background, add a border to text • can be x pixel border or container space
  • 21.
  • 22.
  • 23.
  • 24. Animating Text • Only animate if it adds meaning • Nintendo style of conversation is to animate blocks of text • Colour change for rollovers == OK • Colour change to make GUI shiny == bad
  • 25.
  • 26. Using Text • Where possible, show don’t tell • but where necessary tell • Tufte: “to clarify, add detail” • Use little text • Even in adventure games, people don’t read • WOW - http://bit.ly/wowtextlimit • Avoid UPPPERCASE
  • 27. Using Text • Sparing use of colour or emphasis can pass on important information • If you allow resizing of text, test extremes to see how your design holds up (especially true of web browser based games) • Consider fully justifying blocks of text
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
  • 34.
  • 35. Internationalisation • Not all fonts are compatible • UTF-8 fonts should work • Much care needed if copy / pasting • If using dynamically loaded text, often text effects cannot be applied.

Editor's Notes