Posts tagged with futuristic


A hot-off-the-press 2021 production that was intended on a caps-only typeface based around the idea of a narrow oblique with very tight curves at the corners. A lower-case was added just to fill in the set but it’s the capitals and numerics that really shine on this typeface and a proportional renderer like FZX really kicks it into gear.

Works well for title pages although the oblique angle can cause problems for tables and rows of data as they don’t line up as nicely.

Short runs of prose work well and with a proportional renderer and some care can work well for longer expanses of text too.


I designed this font back in 2020 after seeing a screenshot of Star Quake - a game I very much enjoyed in my youth that had some nice early 8x8 typography.

That said it was a little uneven and a bit too similar to some of the other magnetic inspired fonts so I went away and came up with something that has a feel of a magnetic one but puts the bulge on both sides to give the characters a stepped angular feel.

It works quite well for large runs of text but is much nicer on a title screen or menu.


An early 2020 effort that went through a few iterations having been originally inspired by the open contours of the Xenon II logo from the legendary game by The Bitmap Brothers.

The font looks pretty great on an LCD and is readable for titles and lists but is a stretch for long runs of text. I’m interested to know how it looks on a CRT - it could either blur enough that the open counters just look light or it could become an unreadable mess. It probably depends very much on the quality of the CRT and the connection (RGB should be okay, composite probably not). The yellow/cyan fringing on the Spectrum could play real havock with this one.

The darker “full” variant has more weight to it and might work better in some fuzzy environments.


Occasionally when working on a font I’ll struggle with a specific glyph and push it in different ways to find something that works. In desperation I’ll draw something very different from scratch and then try and push it towards the design. Sometimes the “very different” will lead to a font entirely on it’s own and that is where CannonFire came from.

It’s very angular, sharp in places with very distinctive uppercase and tight lowercase. As is often the case with narrower fonts you really could do with a proportional renderer here to get the characters much closer together.

It’s quite good for titles and options screens and you can use it for short runs of text. There is a bold variant and an “open” variant that opens up some of the counters.