Game Design 2 (2010): Lecture 4 - Text

682 views
627 views

Published on

This week we look at how text is used in games. We discuss the technical aspects of rendering fonts (such as kerning, ligatures etc), the opportunities to use text to meet design goals (choosing an appropriate font) and the data visualisation uses of text in games.

Published in: Education
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
682
On SlideShare
0
From Embeds
0
Number of Embeds
61
Actions
Shares
0
Downloads
15
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide



































  • Game Design 2 (2010): Lecture 4 - Text

    1. 1. 2010 Game Design 2 Lecture 4: Text http://www.comu346.com dfarrell@davidlearnsgames.com
    2. 2. Reading • Duarte 140 - 155 • Fox 87-98
    3. 3. Two Questions • How can you use text visually to accomplish design goals? • How can text help you visualise data?
    4. 4. Anthropomorphised Fonts • Fonts have personality. • Serious • Playful • Friendly •Tense • Annoying • Distressed
    5. 5. Functional Fonts •fixed width fonts { useful for programming; because characters line up; } • Other fonts are suitable for OCR • (0 vs O)
    6. 6. Font components play
    7. 7. play Cap Height
    8. 8. play Cap Height X Height
    9. 9. play Cap Height X Height Baseline
    10. 10. play Cap Height Ascender X Height Baseline
    11. 11. play Cap Height Ascender X Height Baseline Descender
    12. 12. Serifs play Cap Height Ascender X Height Baseline Descender
    13. 13. Serifs play Cap Height Ascender X Height Baseline Descender Counter
    14. 14. Serifs play Cap Height Ascender X Height Baseline Descender Counter Kerning
    15. 15. Serif Fonts • The serifs connect letters • useful at small point size • or in large paragraphs • problematic for dyslexics
    16. 16. Sans Serif Fonts • Sans means ‘without’ • generally accepted as easier to read • work better on computer screens
    17. 17. Ligatures • firefly • note how the ‘f’ and ‘i’ interact without ligatures • firefly • Apple apply ligatures to ‘fi’ but not to ‘fl’
    18. 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. 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. 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. 21. 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
    22. 22. 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
    23. 23. 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
    24. 24. Text as visualisation • Word Clouds
    25. 25. 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.

    ×