Skip to content

Deadm3m/Text-Font-theory-guide

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

4 Commits
 
 

Repository files navigation

Text-Font-theory-guide

This is a guide on font theory and how to make text.

  1. SHAPE, FONT AND PROPORTIONS

So, you might be deciding which font style to use in your current project but you don't know which style suits the aesthetic, maybe you've tried but none seem to match what your looking for. Luckily for you, there's a simple way to figure this out : It's reccommended to examine where your text will be placed and how will people see it, it would also be a good thing if you check how the text will contrast with the enviroment or how big or small it needs to be readable but not too big.

If you're going for an aesthetic, you should imply that in the font or layout of the text which depicts the feel that you're looking for. EXAMPLES: image image

As for fonts, you can find some good fonts here -> https://www.dafont.com https://fonts.adobe.com https://www.1001fonts.com https://fontsgeek.com

If you're looking for specific fonts -> https://www.whatfontis.com https://www.sonicnotes.info/p/font.html https://www.gamefontlibrary.com/

  1. STYLE AND COLOR PALETTE What I mean by style is color themes, gradients, fx, ect...

A decent color pallete is key to balancing contrast and aesthetic. EXAMPLES image image

About

This is a guide on font theory and how to make text.

Resources

Stars

Watchers

Forks

Releases

Packages

Contributors