17. 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.
18. Serif Fonts
•The serifs connect letters
• useful at small point size
• or in large paragraphs
• problematic for dyslexics
19. Sans Serif Fonts
•Sans means ‘without’
• generally accepted as easier to read
• work better on computer screens
20. Ligatures
•firefly
• note how the ‘f’ and ‘i’ interact without
ligatures
•firefly
• Apple apply ligatures to ‘fi’ but not to ‘fl’
21. 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
22. 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
23.
24.
25.
26. 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
27.
28. 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
29. 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
37. 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.