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Cherry [Rae] is a cyberpunk
Ask yourself why you’re adding subtitles to your game if you’re not also making sure they’re legible to people who sit a healthy distance from their screens or don’t have perfect eyesight and reading capabilities.
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Diego De la Rocha Sep 30
Replying to @cherryrae
Do you have good guidelines/ideas for healthy reading sizes of dialogue boxes?
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Hany Gohary Oct 1
I don't know of any established ones,but it should be easy if you plan for them early on: - Mock up a few menus/screens - Make sure you can read comfortably at computer screen and TV distance (2-3 meters) - Use that to establish a "minimum font size" - Have 3 other people review
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Anthony Salter Oct 1
Replying to @cherryrae
Spider-Man PS4 is particularly bad in this regard. The upgrade and crafting screens just have tons of tiny text. It's nice they had larger in-game subtitles, but I found myself squinting a lot while navigating the menus.
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Diego De la Rocha Oct 1
Replying to @DaxHalo @cherryrae
Makes sense <3 I thought there was some very specific stuff, but from the sounds of it's all about making it as clear abd readable as possible, eh?
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Hany Gohary Oct 1
Yeah, I haven't worked on games for a while but given the abundance of AAA console titles that still get it wrong (Overwatch, Deus Ex MD, God of War, Monster Hunter World...off the top of my head), I'm assuming there's still no standards for text sizing :').
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FEERtheGame Oct 1
Replying to @cherryrae
cause our users are on or and the game is fully supported
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✨ springtime tabby ✨ Oct 1
Apparently the BBC has some pretty excellent guidelines. Video games might not have caught on but film & television sure have for a long time.
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n8 the gr8 8p Oct 1
There are lots of standards: Amazon uses 28px at 1080p at a distance of 10' (though they don't take into account anyone with less than 20/20 vision, which is Bad); BBC recommends 8% of total vertical screen height
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n8 the gr8 8p Oct 1
Unfortunately some teams just aren't very thoughtful about this, and will only develop on PC screens and never see how it works when you're on a couch, or just don't think much about some of this interface stuff until way too light into dev
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n8 the gr8 8p Oct 1
Some of it's also not selecting as diversely as possible if you have participants for UX testing. It's really important to find people with accessibility concerns that touch on the work you're doing (like, don't just round up some people with good vision!)
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Hany Gohary Oct 1
Perhaps understandably then, TV are better at this than games. Had similar issues with mobile development as well. Much of the design process being done using emulators on 24" monitors as opposed to 5" in the palm of your hand (or worse,a satnav app more than 30cm from your face)
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Hany Gohary Oct 1
I was about to say it's important to involve QA people right from the start as such concerns should be raised by them too. (Also to your point, not just diversity for text size concerns, but colour-blindness as well.)
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n8 the gr8 8p Oct 1
Yep! In retrospect it's such an easy disconnect to see and understand, but it's still shockingly universal in dev workflows. TV has, also, been around for much longer. I think a lot of games people are learning that some of these things are solved problems they didn't realize.
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n8 the gr8 8p Oct 1
Also input mobility, text contrast, etc., etc. is a pretty good first-and-second-pass resource for this :)
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Hany Gohary Oct 1
Thanks 👍 I'm gonna save that for when I inevitably have to have this conversation again in the future :)
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n8 the gr8 8p Oct 1
Happy to help!
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Cherry [Rae] is a cyberpunk Oct 1
Yes it’s definitely important to think and look outside of gamedev for solutions and ideas. Web has been around not much different time than games and they there’s lots of good practices that can be applied from there too!
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Diego De la Rocha Oct 1
True this, I'm aware of this one, but glad you reinforce this ^^
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Diego De la Rocha Oct 1
Replying to @cherryrae
Thanks everyone!! These are great thoughts, im writing down all these tips!!
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