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Choosing Fonts

Above all else, my primary goal when selecting typefaces was to avoid the stereotypical “Greek restaurant” font. I wanted the primary font (i.e., Title and h1) to feel stately and thematically complementary while avoiding cliche. I think Stephen Fry’s Mythos hits that mark, so I looked for a breakdown of the book’s typefaces. Fonts In Use is a remarkably comprehensive resource for just that purpose. Gareth Hague’s Harbour was the title font in question.

Even more impressive, Fonts In Use provided a helpful list of fonts similar to Harbour. From there, I found Maxime Francout’s Form. I’ve always relied on Google and Adobe fonts for my personal work, so purchasing a font gave me pause. Shouldn’t I wait to spend money on this project until I was further along in development? What if I gave up on Firetaker tomorrow? I’d be out the cash for little more than a whim. However, I couldn’t shake the idea that Form was essential to my game’s visual identity. I knew it would help me stay motivated if I planted a flag in the sand—this font is what this game will feel like—so I purchased it and contacted the creator to secure usage permission for a commercial product.

I don’t recall how I found the body font, PF Grand Gothik. I know I wanted to use a highly readable sans serif that paired well with Form. I also wanted to avoid Futura and Roboto since they’re so overused. Since PF Grand Gothik is an Adobe Font, I probably practiced the age-old design technique of scrolling through pages of fonts until I found one I liked well enough for the time being. Then, after using it for long enough, it sort of just stuck, you know?

This post is licensed under CC BY 4.0 by the author.