Oct. 15 + Oct. 20

Thursday Oct. 15
All the cards for your game in draft form — revised / refined rules of play
Optional: add a layer of meaning to your game (historical, typographical)
Bring your visual research to class (!)
Bring your sketchbook with your notes + research

Tuesday Oct. 20
“A working but very close to final draft of your cards”
Crit 1

Proposals for boxes / container for your game, fleshed out instructions to accompany your cards (i.e. on a card? on a folded booklet, on the box, etc.)”

What does this mean? You should have:
1. All of your cards designed, printed out, and mocked up—back to front (we need to critique design, which means we need to be able to see in real life and at a real scale, the following: typefaces, size of type in relationship to page, colors that you chose, size of cards, cutting techniques etc.)

If you are planning on a special paper or printing process (i.e. cards printed on color laser and then mounted to chipboard), have at least 3 cards that are executed with final materials so we can give feedback on materials & craft as well.

2. Your instructions should be designed, printed out at actual size and in actual materials for feedback.

Your instructions will likely answer the following questions:
What is the name of your game?
What other information might you provide? Background? Tips?
How do we play your game?

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Notes for Project 3: Cards Against (Bad) Typography

Start with Bringhurst
Read these chapters, and find an area you are interested in. Remember, we are using Bringhurst as the “bible” (source) for the content of the games. Do spend some time with this to come up with an area that you’d like to learn more about or are genuinely interested in.

Based on your area of interest, develop 3 concepts for your game. What might make sense to think about as “what you want someone to learn” from playing your game. For example:
—My game will teach people to differentiate between and be able to identify typefaces
—My game will teach people to recognize diacritical marks
—My game will introduce an audience to type foundries based on geographic location

What are the playing mechanisms for your game? Is your game about speed? Memory? These may help point to formal decisions you will have to make. For example, a game about slapping down cards may require a long, slender card as the shape.

Historical reference:
1. Look at references related to your topic (what are the attributes of the type, for example)
2. Look at the games and cards that came before, for how they work as much as how they look:
Beinecke Cary Card Collection (historical, lots of ideas and history here!)
Museum of London including the “Vacuation” game
—Cards Against Humanity The Design Pack (my interview with Emily Haasch is here) If you want to see what the cards look like, you’ll have to Google around a bit (or buy them).
3. Employ other visual design inspiration for your card design… can be almost anything (should relate to your content or concept).

Type Links

Practical Application & workbooks
Butterick’s Practical Typography
Combining typefaces
Fontology

History
History of Western Typography
Designing with Type

Curated Typographic Inspiration
PLAY TYPE
Friends of Type
Type Wolf

Foundries
Village
Hoefler Type Co.
Commercial Type
Lineto
Lost Type Co-op
OH NO TYPE CO.
Emigre

Identifying Type + Resources
Fonts in Use
What the Font
Typedia
WhatFont — Google Chrome app for identifying type on the web

Type Games
Kerning Game
Stretching type game, Smart Quotes Game, Fake Italics Game
Type Connection, a typographic dating game

Lots more here:
https://www.typewolf.com/resources