Games Design 2 - Lecture 5 - Text

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Lecture 5 in the Caledonian University course COMU346 - Games Design 2 which looks at data visualisation and games interface design.

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  • Games Design 2 - Lecture 5 - Text

    1. 1. Game Design 2 Lecture 5: Text http://www.comu346.com dfarrell@davidlearnsgames.com
    2. 2. Errata and News • TV Shows worth watching (iPlayer): • Gameswipe • Design for Live • There will be no classes next week • Objectified film - Dundee - October 27th
    3. 3. Objectified
    4. 4. Tuesday, 27th October • 3.30 train arrives around 5pm. • Denki @ DCA around 5.30 • Film at 6 • Last train is at 21.52, arrive at 23.15 • £20 (ish) for train + £3.20 for tickets
    5. 5. World of Goo • http://bit.ly/worldofgootour • Layering & Seperation • Cursor outline and trail • Parallax scrolling • Blur • Shadows
    6. 6. Reading • Duarte 140 - 155 • Fox 87-98
    7. 7. Two Questions • How do you use text visually? • How can text help you visualise data?
    8. 8. Anthropomorphised Fonts • Fonts have personality. • Serious • Playful • Friendly •Tense • Annoying • Distressed
    9. 9. Functional Fonts •fixed width fonts { useful for programming; because characters line up; } • Other fonts are suitable for OCR
    10. 10. Font components Caledonian University
    11. 11. play Cap Height
    12. 12. play Cap Height X Height
    13. 13. play Cap Height X Height Baseline
    14. 14. play Cap Height Ascender X Height Baseline
    15. 15. play Cap Height Ascender X Height Baseline Descender
    16. 16. Serifs play Cap Height Ascender X Height Baseline Descender
    17. 17. Serifs play Cap Height Ascender X Height Baseline Descender Counter
    18. 18. Serif Fonts • The serifs connect letters • useful at small point size • or in large paragraphs • problematic for dyslexics
    19. 19. Sans Serif Fonts • Sans means ‘without’ • generally accepted as easier to read • work better on computer screens
    20. 20. Ligatures • firefly • note how the ‘f’ and ‘i’ interact • firefly • Keynote applies ligatures but not to ‘fl’
    21. 21. 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.
    22. 22. 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
    23. 23. 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
    24. 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. 25. Using Text • Where possible, show don’t tell • but where necessary tell • Use little text • Even in adventure games, people don’t read • Avoid UPPPERCASE
    26. 26. 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
    27. 27. Text as visualisation • Word Clouds
    28. 28. 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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