Type choice has always been something that I have not really understood, or really taken the time to try and understand. Other than my professor warning specific students, me being one in particular, to only ever work with one type at a time, I know little to nothing about using type. However, after reading an article about choosing a typeface, it has made me realize how much work goes into choosing a typeface depending on the media that it will be representing. For example, I never realized that you need to pick a type that has high readability for those projects where a lot of text will have to be read. Since the white space between the letters, allows for faster reading. Whereas, a decorative font that has a lot of extra black space, makes reading lots of words, one after another, very difficult. Now I know why, I should only stay with one font type until I learn how to use font families effectively.
The Art of Game Design continues to be an intriguing read that surprises me in new ways with each chapter. Chapter 6 focuses on the importance that theme has on games and how theme should be treated in a game's design. Theme isn't just something that the player learns from the game, it is the thought or idea that the game should try to represent in every possible way it can. This chapter covers two forms of themes, experienced and resonant themes. Experienced themes are just that, the themes that are experienced by the player through the game's story and setting, however resonant themes are a bit different. Resonant themes are the ones that are below the surface and aren't really experienced but have some deep truth that parallels those truths that the player holds. These are the themes that resonate deeply with players and make a story truly meaningful to a player's core. To people who do not really play video games, they can be easily seen as a...

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