The documented Ragnarök interface families
In his original 80 Level interview, Santa Monica technical designer Zach Bohn identifies Berserker as the header font and Gill Sans WGL as the body font. He describes a central stylesheet and font scaling up to XX-Large. The team used different scaling increments for already-large and smaller text to keep the interface balanced. These claims concern Ragnarök’s UI, not a universal identification for every God of War logo or earlier game.
Plan the expanded text state before decorating a panel
For your own game-menu mockup, create a heading, item name, description and changing numeric value. Set the longest realistic description, then enlarge the text and allow the panel to grow or reflow. Inspect whether buttons move out of view, numbers collide with labels or the description hides an icon. Fix those layout relationships before adding carved borders or decorative textures. Enlarging only the font inside a fixed-height box is a different result from a panel that responds to the text.
Keep display character separate from reading text
Use a distinctive header for the short title and a quieter body family for instructions and statistics. Cinzel and Source Sans 3 are independent comparisons, not Berserker or Gill Sans WGL specimens. The homepage’s Unicode font styles change copyable characters; they cannot adjust a game’s text-size setting or supply its original fonts. For the actual Ragnarök construction decisions, use Bohn’s participant account rather than treating a logo resemblance as evidence about menu text.
Your questions, answered.
What fonts does the Ragnarök UI designer name?
Zach Bohn names Berserker for headers and Gill Sans WGL for body text in his firsthand technical interview.
Why does font scaling require more than a larger font size?
A larger label or paragraph needs room. A responsive interface must accommodate its changed dimensions, line wrapping and relationships to neighbouring elements.
Sources & background
Sources supporting this page’s explanations. Practical examples are our editorial suggestions.