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UID:pretalx-godotcon-ams-2026-FVBYZJ@talks.godotengine.org
DTSTART;TZID=CET:20260423T124500
DTEND;TZID=CET:20260423T133500
DESCRIPTION:Did you ever struggle with reading a piece of text in a game? T
 ypography 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 ha
 ve ever seen. In this workshop I want to explore interface design from a t
 ypographic angle\, and how Godot can be used to accommodate for a wide ran
 ge of gamers’ reading needs.\n\nI’m a professional graphic designer an
 d hobbyist game dev\, running her own type foundry. When I first encounter
 ed Godot I was in the middle of researching how to make typography look be
 tter in games. And\, I couldn’t get over how great Godot’s toolkit was
  for achieving that.\n\nOr in more poetic terms: In this workshop I want t
 o share my findings with you. I will analyze the intricacies of accessibil
 ity\, bask in the simplicity of basic design\, cherish the complexity of u
 se-cases\, dive into the depths of detail typography\, elaborate on editor
 ial 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 s
 creen\, and how Godot can be used to achieve that.
DTSTAMP:20260626T235631Z
LOCATION:Theatre 1
SUMMARY:That UI looks dope – wish it wasn’t so hard to read tho - Henni
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/FVBYZJ/
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