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2013

Game Design 2
Lecture 3: Text

http://gcugd2.com

david.farrell@gcu.ac.uk
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
Cap Height

play
Cap Height

X Height

play
Cap Height

X Height

Baseline

play
Cap Height

X Height

Baseline

play
Ascender
Cap Height

X Height

Baseline

play
Ascender

Descender
Serifs

Cap Height

X Height

Baseline

play
Ascender

Descender
Serifs

Cap Height

X Height

Baseline

play
Ascender

Descender

Counter
Serifs

Cap Height

X Height

Baseline

play
Ascender

Descender

Counter

Kerning
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.
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’
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 in large quantities
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, sometimes
text effects cannot be applied.
Questions?

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Game Design 2 (2013): Lecture 3 - Use of Text in design.