There are certain fonts to avoid altogether if you don't want graphic designers screaming at the sky or feeling nauseous when they look at you work. Make sure all the fonts you use go together thematically, but make sure they cannot be confused for the same font.ĥ. If you use two different fonts, they should be very different - otherwise people will think you have made a mistake. Fonts that were in widespread use or popularity during a particular decade can be used to evoke the feeling of that time period -Ĥ. This is often caused by association of that font with a particular time or place. That is, each font has a feeling it evokes or a frame of mind it puts the viewer in. Only certain kinds of fonts are meant to be used for reading - so choose wisely.ģ. Put even more basically, there are fonts meant only for titles, banners, or headlines, and others meant for decoration. Here is a link to a PDF file that goes into the different types and uses of fonts. Fonts have different categories, types, and uses. Serif fonts only work well in print for this purpose, but will create a cluttered and hard to read effect when used on a screen in long sentences or paragraphs.Ģ. This is why any dialogue, story, or blocks of text should be written in a simple Sans Serif font. Really, font choice is a part of graphic design, and there are numerous considerations to keep in mind when selecting a font.ġ. You want the player to be able to read your story, and that is the highest priority: readability. Illegible fonts, aka 'fancy' fonts are a death sentence. You should always use a Sans Serif fonts whenever possible, use serif fonts if you absolutely want to have a 'fancy' font - I suggest Times New Roman and that's it. Do not EVER use fancy fonts, a work should be readable, it shouldn't be cluttered with pretty little fonts where you can't even tell the difference between a B and a D. DaFool wrote:As a general rule, if a work is short, then up the spice with fancy things.
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