17/11/2025 - 14/12/2025 / Week 9 - Week 13
YANG SHUO / 0384037
Bachelor of Design (Hons) in Creative Media
Advanced Typography - Task 3: Type Exploration and Application
LIST
LECTURES
All lectures 1 to 5 completed in Task 1 - Exercise 1 & 2.
INSTRUCTION
EXERCISES
Task 3 Type Exploration & Application
Focus Areas
Design and develop a new typeface (.ttf), refine and improve an existing
font, or produce an experimental and unconventional typographic outcome.
Research
Investigate relevant typographic practices and references, and identify
existing problems, limitations, or areas for improvement within the chosen
context.
Execution
Develop the typeface and demonstrate its application through appropriate
visual outputs and use cases.
1. Proposal
We were required to present a proposal outlining our ideas and concepts
related to the given topic.
Fig. 1.1 Proposal (11-17_W9)
In class, I presented this slides to Mr. Vinod and discussed my ideas. In the
end, I thought the first idea was the most suitable to move forward with.
2. Digitization
The idea for this typeface came from my interest in puzzle games,
especially the Rusty Lake series. I did not want to design a font that
looks clean or decorative. Instead, I wanted it to feel like text that has
been used and left behind.
During the process, I focused on spacing, rhythm, and slight
irregularities between letters. The goal was to keep the font readable
while giving it an unstable and quiet tone. I imagine this typeface being
used in letters, records, or in-game messages, where the text becomes part
of the story.
I first continued refining my draft in Procreate. I tried two versions of
uppercase letters with different stroke thicknesses. Considering that this
font is not only suitable for titles, I ultimately chose the thinner
version (at the bottom in Figure 1.2).
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| Fig. 1.2 Draft (11-17_W9) |
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Fig. 1.3 Art brush (11-17_W9)
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I used the pen tool to create my letters within a grid. I studied the
existing fonts in Rust Lake and found them irregular, slender, and
top-heavy—I think this is intended to make a sense of unease.
This is the first version I designed of uppercase letters, lowercase
letters, and some punctuation marks. Following Mr. Vinod's suggestion, I
added a few dots to the letters to make them look richer and give them a
quirky feel.
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Fig. 1.4 Digitized initial font(11-24_W10) |
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| Fig. 1.5 Design of lowercase letters b, d, g, o, p, q(11-24_W10) |
After making a series of adjustments, I also designed the numbers 0-9.
When I was designing the number "0", I needed to distinguish it from the
uppercase letter "O". I made the number "0" look slimmer and longer, while
the letter "O" appeared rounder.
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Fig. 1.6 The visual difference between the letter 'O' and the number '0'(11-24_W10) |
While adjusting the letter structures, I also noticed some issues with the punctuation marks. The sizes of the punctuation marks I designed seemed off; when placed together with letters and numbers, they were so small that they were almost invisible. So, I enlarged them. Take the period as an example: I made the diameter of this 'circle' similar to the stroke thickness of the letters.
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Fig. 1.5 Punctuation after changes (11-24_W10) |
The following shows the presentation of all uppercase and lowercase letters,
punctuation marks, and numbers in Adobe Illustrator, divided into the
initial pen stroke view and the outline view.
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| Fig. 1.5 Pen stroke view (11-24_W10) |
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| Fig. 1.6 Outline view (11-24_W10) |
3. Developing final font in Fontlab
At first, I chose Fontforge to complete my final font. However, I encountered
a problem while following tutorials: my font had very rough edges, which made
it extremely difficult to adjust the glyphs in Fontforge. So I switched to
using Fontlab, which I am more familiar with.
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| Fig. 1.7 Importing letterforms into Fontlab (12-1_W11) |
At this point, the font is complete. I named this font
'Rustmark'.
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| Fig. 1.8 Process of kerning for uppercase (12-1_W11) |
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Fig. 1.9 Process of kerning for lowercase (12-1_W11) |
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| Fig. 1.10 Process of kerning for numbers and punctuations (12-1_W11) |
4. Font Presentation
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| Fig. 1.11 Process of kerning for numbers and punctuations (12-8_W12) |
I wanted to create a mysterious and quirky atmosphere, so I used
glitch-style effects. At the same time, I made extensive use of some
keywords repeatedly mentioned in the Rusty Lake games, such as 'memory' and
'past,' as well as the famous phrase 'the past is never dead; it's not even
the past.'
In classroom feedback, Mr. Vinod mentioned that the strokes of my font are
very thin, so I need to enlarge these letters in the font presentation, which
would look much better. So I made some modifications.
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| Fig. 1.12 Adjusted Font Presentation (12-8_W12) |
Final font presentation:
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| Fig. 1.13 Font Presentation 1 (12-8_W12) |
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| Fig. 1.14 Font Presentation 2 (12-8_W12) |
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| Fig. 1.15 Font Presentation 3 (12-8_W12) |
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| Fig. 1.16 Font Presentation 4 (12-8_W12) |
5. Font Application
I plan to further connect my font with a decryption game. The most important
thing is whether the font looks good in the game. So I tried creating some
mock gameplay screens.
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| Fig. 1.18 Process Screenshot 1 (12-8_W12) |
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| Fig. 1.19 Process Screenshot 2 (12-8_W12) |
Mr. Vinod mentioned in his feedback on my assignment that my postcard design should emphasize the typography rather than the illustration. So I added more text.
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| Fig. 1.20 The redesigned postcard (12-8_W12) |
Final font application :
Fig. 2.1 Finalized letterforms -PDF (12-8_W12)
- FontLab screen grab
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Fig. 2.2 FontLab screen grab (12-8_W12)
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| Fig. 2.3 Font Presentation 1 (12-8_W12) |
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| Fig. 2.4 Font Presentation 2 (12-8_W12) |
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| Fig. 2.5 Font Presentation 3 (12-8_W12) |
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| Fig. 2.6 Font Presentation 4 (12-8_W12) |
- Five font applications
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| Fig. 2.12 Font Application 5 (12-8_W12) |
Fig. 2.13 Font Presentation and Font Application - PDF (12-8_W12)
FEEDBACK
Week 9
General Feedback: We conducted preliminary feedback on Task 3.
We presented our three options to the professor in the form of slides.
The professor pointed out that we should not criticize existing fonts as
being bad, but rather propose improvements based on the context of the
problem.
Special Feedback: My plans are as follows: puzzle game font
design (referencing Rust Lake), improvements based on last semester's
font, and improvements to font Eros. Regarding option one, the professor
pointed out that my self-designed version is too complex and might
affect text readability, suggesting I do more exploration. There are no
comments on option two. Font three is actually a very good font, so I
decided to discard this plan. In the end, I chose option one.
Week 10
General Feedback: This tutorial continues the exploration of
task 3. The professor provides feedback based on the capital letters we
have already completed. He emphasizes that we are not allowed to 'draw'
the outlines of the letters; we should construct the letters using
rectangles.
Special Feedback: Mr. Vinod basically approved of my uppercase
letter design. He suggested that if I want the letters to look scarier
or more mysterious (matching the game's theme), I could try adding dots
around the letters, but not too many.
Week 11
General Feedback: This week, the main work focused on improving
font design in AI and importing it into FontLab. Mr. Vinod reminded us
to pay attention to following the letter spacing rules.
Special Feedback: I was approved to move on to the next stage,
which is refining my font in FontLab.
Week 12
General Feedback: This week continues with online feedback. My
font design on FontLab has been approved. Next, we will move on to the
assignments for font presentation and application.
Special Feedback: My font display and application need to match
my theme.
REFLECTION
Experience
This font design task was meaningful to me because it is closely
related to my future direction. However, the process was more
challenging than I expected, and I had to redesign the font several
times. At first, I focused mainly on style and atmosphere,
especially the Rusty Lake–inspired feeling. During testing, I
realized that some letters had spacing and readability issues, which
forced me to slow down and rethink the structure of each character.
I spent a lot of time adjusting spacing, line weight, and overall
consistency. Although the process was tiring, it helped me better
understand type design and the importance of testing instead of
relying on first impressions.
Observations
Through this task, I learned that a font cannot rely on style alone.
Even if individual letters look good, they may not work well in
sentences. Spacing and rhythm between letters are just as important
as their shapes. Testing the font in different contexts, such as
posters, game text, and longer paragraphs, made many issues more
noticeable and helped me evaluate my design more objectively.
Findings
From this project, I realized that good font design requires a
balance between personality and usability. A font needs character,
but it must also remain readable and practical. I also learned that
consistency is essential, as small details like punctuation,
numbers, and spacing can greatly affect the overall quality. This
task strengthened my confidence and gave me a clearer understanding
of how fonts work in real-world applications.
FURTHER READING
The VIGNELLI CANON
Massimo Vignelli
For my further reading, I chose The Vignelli Canon by
Massimo Vignelli. I selected this book because I already knew a
little about the author and felt that his ideas would be helpful
for someone who is still learning design. As a beginner, I often
feel confused by the large amount of design content online,
especially on social media, where many works look similar and
focus mainly on visual trends. I wanted to learn from a designer
with solid experience and clear principles, which is why I chose
this book.
In the first part of the book, Vignelli introduces three key
aspects of design: semantics, syntactics, and pragmatics.
Semantics focuses on meaning, reminding designers that every
element should have a clear purpose and that unnecessary
decoration should be avoided. Syntactics refers to the structure
and organization of design, such as layout, grids, spacing, and
typography, which help information communicate clearly.
Pragmatics emphasizes that design must work in real situations
and that functionality should not be ignored for the sake of
appearance.
One idea that made me think was Vignelli’s belief that designers
should lead instead of fully relying on user testing. I do not
completely disagree with him, but I think user needs are still
important in many cases. For me, finding a balance between
professional judgment and user experience may be the best
approach. Overall, this book helped me think more clearly about
design and gave me useful guidance at this stage of my learning.































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