Posts tagged with contrast - page 2
Trouble is a recent 2019 design the blends the bottom-heavy style of Beachball and friendliness with some of the punch and angularity of Vertigo for something less chaotic and still fun.
The font works exceptionally well on lists and titles screens yet is still a good read for dialog despite the thickness.
A fresh font created in 2019 inspired by the chaotic typography of games like Day of the Tentacle purely from memory. The actual in-game font is quite different so once again this font takes on a life of its own. A bold was added in 2020.
Both upright and semi-bold with serifs and square edges this font can work across many styles of games although using it for a historical or mythical text adventure is probably a bad idea.
I designed this font in 2018 initially as a rectangular version of the 1920s Cinema but it quickly took on a feel of its own and with some narrowing of the glyphs and alternative flair switched style completely and detached from the past entirely.
Now it almost feels like a stream of binary 1s and 0s flying out of a device port…
This font works very well for titles and list screens but is a little heavy on the eyes for long runs of text like adventure games.
I designed this font in 2019 using BASIN as an interpretation of the circa-1965 font ‘Gemini Computer’.
While heavily influenced by magnetic fonts of the time it isn’t designed as such and instead takes on a strong aggressive use of blocks to achieve a style that breaks away from the oft-used “futuristic” magnetic “MOCR” style fonts.
This font works surprisingly well for long runs of text like adventure games and has a somewhat chaotic futuristic feel.
A second variant has been added called ‘Gemini Radar’ that echoes the last column of pixels one offset off to give an ‘echo’ feel. Use this sparingly.