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4 When the player chooses to go to the next level, another kinetic typography animation will play. This time the player hears the voice of a woman. Sarah, the woman at the other end of the phone, will have a condescending tone. These lines of dialog are represented as non-interactive kinetic typography movies with voice-overs to give the player the feeling that someone is reacting to his/her choices. The rest of the play-through follows this format, where the player manipulates the lines of dialog of the protagonist to collect all of positive or negative of tone-changers, and Sarah responds to those lines in a kinetic typography segment. The puzzles get more and more complex, and new modes of manipulation of words are introduced. By the end of the play-through, the player will have completed ten levels and finished the phone conversation with Sarah. Rules Keeping with my goal of making kinetic typography interactive, I will now detail how I catered the game design to meet that goal. Rules: 1). Players can only manipulate the protagonist’s line of dialogue. 2) If the word is colored white the player can touch it with one finger to increase the size, two fingers to decrease the size of the word. 3) Words that have a glow can only be rotated. This is done with a one-finger drag. 4) Words cannot overlap. 5) All words have to be visible on the screen to continue to the next level.
Object Description
Title | Type Set : Exploring the effects of making kinetic typography interactive |
Author | Ponce, Daniel Anthony |
Author email | Chiwisdp@gmail.com; Danielap@USC.edu |
Degree | Master of Fine Arts |
Document type | Thesis |
Degree program | Interactive Media |
School | School of Cinematic Arts |
Date defended/completed | 2011-03-26 |
Date submitted | 2011 |
Restricted until | Unrestricted |
Date published | 2011-05-06 |
Advisor (committee chair) | Brinson, Peter |
Advisor (committee member) |
Gibson, Jeremy Anderson, Steven F. Neuse, Alex |
Abstract | Kinetic typography-text that is animated and given expressive qualities – allows for designers to express emotion and tone of voice better than traditional, print-based media. This is accomplished through a combination of typographic treatment and animation. One of the limitations of kinetic typography is that it does not involve user participation. With my project, an experimental iPad game Type Set, I wanted to explore the effects of adding interactivity to kinetic typography framed within a video game. In the game the player must manipulate words using basic tropes found in kinetic typography, such as scale and rotation, to affect the narrative of the game. By dissecting the nature of kinetic typography in this paper and through my projects, I will explore how interactivity can enhance and change the way kinetic typography is experienced. |
Keyword | typography; design; games; Gestures; iPad; interactive; kinetic typography; interactive typography; touch |
Language | English |
Part of collection | University of Southern California dissertations and theses |
Publisher (of the original version) | University of Southern California |
Place of publication (of the original version) | Los Angeles, California |
Publisher (of the digital version) | University of Southern California. Libraries |
Provenance | Electronically uploaded by the author |
Type | texts |
Legacy record ID | usctheses-m3922 |
Contributing entity | University of Southern California |
Rights | Ponce, Daniel Anthony |
Repository name | Libraries, University of Southern California |
Repository address | Los Angeles, California |
Repository email | cisadmin@lib.usc.edu |
Filename | etd-Ponce-4298 |
Archival file | uscthesesreloadpub_Volume44/etd-Ponce-4298.pdf |
Description
Title | Page 10 |
Contributing entity | University of Southern California |
Repository email | cisadmin@lib.usc.edu |
Full text | 4 When the player chooses to go to the next level, another kinetic typography animation will play. This time the player hears the voice of a woman. Sarah, the woman at the other end of the phone, will have a condescending tone. These lines of dialog are represented as non-interactive kinetic typography movies with voice-overs to give the player the feeling that someone is reacting to his/her choices. The rest of the play-through follows this format, where the player manipulates the lines of dialog of the protagonist to collect all of positive or negative of tone-changers, and Sarah responds to those lines in a kinetic typography segment. The puzzles get more and more complex, and new modes of manipulation of words are introduced. By the end of the play-through, the player will have completed ten levels and finished the phone conversation with Sarah. Rules Keeping with my goal of making kinetic typography interactive, I will now detail how I catered the game design to meet that goal. Rules: 1). Players can only manipulate the protagonist’s line of dialogue. 2) If the word is colored white the player can touch it with one finger to increase the size, two fingers to decrease the size of the word. 3) Words that have a glow can only be rotated. This is done with a one-finger drag. 4) Words cannot overlap. 5) All words have to be visible on the screen to continue to the next level. |