GodotCon Amsterdam 2026

Henni

I love typography, games, and music – so I make my own. My name is Henni and I’m a professional graphic designer and hobbyist game dev, running my own type foundry.


Session

04-23
12:45
50min
That UI looks dope – wish it wasn’t so hard to read tho
Henni

Did you ever struggle with reading a piece of text in a game? Typography is still a crucial mediator for information in digital media. Be it a text log, an item description or just a menu option. Unfortunately, typography has been ill-supported by game engines for a long time. Along comes Godot, offering the best font support for games in any engine I have ever seen. In this workshop I want to explore interface design from a typographic angle, and how Godot can be used to accommodate for a wide range of gamers’ reading needs.

I’m a professional graphic designer and hobbyist game dev, running her own type foundry. When I first encountered Godot I was in the middle of researching how to make typography look better in games. And, I couldn’t get over how great Godot’s toolkit was for achieving that.

Or in more poetic terms: In this workshop I want to share my findings with you. I will analyze the intricacies of accessibility, bask in the simplicity of basic design, cherish the complexity of use-cases, dive into the depths of detail typography, elaborate on editorial essentials, and find out what’s hidden inside the treasure trove of open type features. In short: We will look into what makes text work on screen, and how Godot can be used to achieve that.

Community Talk
Theatre 1