For this project, I decided to explore the typography of a specific game, ‘It Takes Two’, which has personal meaning to me. Before starting the project, I had already played the game for over 10 hours, so I already had a solid understanding of its design elements and aesthetics. What made selecting this game even more special was that my boyfriend bought it for me, so we could spend some quality time together. Not only that, but I also played the game with friends and family, which added an emotional connection to the project and made the process even more meaningful. The game usually takes more than 12 hours to complete, and since I had already completed the game once, I had to replay the game to collect all the specimens I needed for my analysis. It took longer than I thought because I had to go back and replay various chapters to gather different examples. I took a lot of screenshots from different chapters and ended up filling my Nintendo Gallery with them.
It was a challenging task, but I was grateful to have an excuse to play the game again under the guise of this project – my boyfriend and I often joked that it was an ‘assignment’, which made the process more enjoyable. However, it was particularly challenging to balance this project with other major assignments and finals. Because the game was so engaging, I often wanted to play more than analyze it, making time management a struggle.
One unexpected thing I noticed while working on this project was that I like maximalist design. At first, I found it difficult to use white space in the layout and to limit the amount of text or use small font sizes. I found these design choices to be uncomfortable and not intuitive. As I continued, I learned to value the beauty and cleanliness that simplicity and white space can bring. This has helped me improve as a graphic designer.
Analyzing Korean typography was another important challenge. I found analyzing English typefaces in class to be easier than applying the same principles to Hangul. Many specimens looked visually similar, making it difficult to distinguish and analyze their unique features. This experience showed me how important cultural and linguistic context is in typography, and made me aware of the limits of my knowledge in Korean language and typographic traditions.
In the end, this project showed me the importance of being patient, flexible, and detail-oriented. Managing everything during a busy semester was difficult, but it felt satisfying to mix my passion for gaming and typography in a fun and creative way.
About the Author: Jiwon Seok
Currently a Computer Game Design major at George Mason University, I am passionate about the intersection of Art, Design, and Game. For me, games and design are inseparable; together, they define my creative world. I am always motivated by a desire to uplift and inspire through design, whether creating game experiences or exploring new ideas. This project allowed me to bring a new perspective to game design and combine the beauty of typography with engaging gameplay to create a diverse and exciting experience.
View the Project:
Wander Type: It Takes Two