Did you ever struggle with reading a piece of text in a game? Typography is still a crucial mediator for information in digital media. Be it a text log, an item description or just a menu option. Unfortunately, typography has been ill-supported by game engines for a long time. Along comes Godot, offering the best font support for games in any engine I have ever seen. In this workshop I want to explore interface design from a typographic angle, and how Godot can be used to accomodate for a wide range of gamers’ reading needs.
As a professional graphic designer and hobbyist game developer running my own type foundry, I was in the middle of researching how to make typography look better in games when I first encountered Godot. I couldn’t get over how great Godot’s toolkit was for achieving that goal. In this workshop, I want to share my findings with you. I will analyze the intricacies of accessibility, bask in the simplicity of basic design, cherish the complexity of use-cases, dive into the depths of detail typography, elaborate on editorial essentials, and find out what’s hidden inside the treasure trove of open type features. In short: We will look into what makes text work on screen, and how Godot can be used to achieve that.