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S2E4 | Choosing An Art Style | Game Design

Decking Awesome Podcast Choosing an Art Style

Today we are talking about how to choose the art style for your board game. This is quite a big step in the creation of a board game and can be quite tricky to navigate. It’s all part of the design process and we’re here to flesh it out a little bit.

Transcript

hello

and welcome to the decking awesome

podcast my name is owen and i’m joined

by the awesome

kara and brian hello hello today we are

talking about how to choose the art

style

for your board game this is quite a big

step in the creation of a board game

and can be quite tricky to navigate it’s

all part of the design process and we’re

here to flesh it out a little bit

so i feel like the first step in

choosing your airstyle is getting the

grips with the finished mechanisms and

team

for your game and once the game gets to

a point where the major mechanics and

overall team for the game

is kind of done then you should be start

to think about the art style

brian do you agree that the mechanics

and teams should be tackled first before

an air cell

oh yeah absolutely like i mean unless

you are

fortunate enough to be an artist or to

have one working for you for free

art is a very expensive part of uh board

game design

like you can sit there behind your

laptop and you can design up a game and

do 30 different prototypes

but if you have to pay someone to put

nice artwork on your game it’s going to

cost you a lot

and i know i said it before on this

podcast pay your artists people

they work hard they do good work give

them money for it

but if any artists are looking for

exposure

and we will also pay but no it

if you if you jump in too quickly with

artwork

you know it’s lovely having a a

beautiful looking prototype

but if you end up making big changes to

it or the whole mechanics change or the

layout of the board changes

you’re gonna have to go back and pay for

that artwork all over again the artist

doesn’t care that

you don’t want it anymore you’re gonna

have to pay for it again so it’s better

to

make sure you’re on or near the final

prototype

of uh of your game before you before you

start getting involved with this

and it can be kind of disorienting for

an artist to know that some of the

artwork isn’t going to be

yeah published as well i’m sure if they

spent lots and lots of time on a piece

of artwork and they said

oh actually we don’t need that card

anymore that can be really

difficult i do think that it’s important

to have an idea though before

like when you’re talking about art

styles maybe getting an artist

makes sense to to invest that time in

later in the game

but you do want to keep in mind the art

style during the development process

like it should become apparent to you

what market you’re

aiming for when you’ve found the fun

thing you want to

you want to get and let people play then

you

want to bring it together with a team

and that means that you should have some

idea of the art style that is going to

join the team and the the images

together like

i i do think when you’re play testing

you can you can play test with anything

like

if you want to take free images off the

internet if you want to just use clip

art from word or you want to hand draw

something yourself and paint

grace people you’re play testing with

will understand it’s a prototype it’s an

early stage game

it doesn’t have to have beautiful fancy

artwork on it

again if you’re an artist then you can

whip that stuff up in an hour or two

brilliant fair play to you go for it but

it’s not

essential like half of my games i know i

can attest to anyway are made

in like microsoft excel so that’ll tell

you the

quality level of artwork that i put into

the early prototypes

now as it goes on it’s nicer to have

nicer looks to it and maybe you’re

copying some images that are you know

free to use off the internet just for

the purpose of prototyping

so people can have an idea of what it

might look like towards the end

but early versions of the game do not

need to look fancy pretty

excellent they can just have kind of

nice

simple words they don’t uh they don’t

even need

fancy art at all yeah i think when

you’re talking about uh free artwork and

using clipart and

things for your prototypes uh you should

still be thinking about the earth cell

so

even when you were talking about you

know robots the

the free clip art you were choosing was

also kind of the team

and the art style you were kind of going

for so you’re saying it’s in excel

but that’s uh you’re still kind of

looking for that it’s a scientific thing

it’s almost like it’s a spaceship sci-fi

kind of

feel to it so it’s got kind of modern

aesthetic so you’re still

going towards an art style it’s just not

what the final prototype is going to be

like or or even if the art

work mixes well like color schemes and

stuff like that

yeah you’re kind of you’re still picking

the free artwork you want that

represents the game hopefully a little

bit better so especially with dice

summoners

we wanted to go for kind of mythological

teams

so we also wanted it was going to be

like monsters and stuff so he wanted to

have it look like a

kind of a you know how in encyclopedias

and stuff like that you’d see like a

badger

and be drawn by a man you know in the

wild or something like that when he’s

discovering badgers for the first time

discovering badgers and lsd

so yeah even in even in the time of

picking free clipboard it’s not just

about

googling what object is you know if you

have like a spade or something like that

in your free roam game free exploration

game you’re still trying to figure out

what kind of aesthetic you want that art

to be

yeah i’ve often felt spreadsheets are

very underrepresented in space games

yeah yeah and i think that if you’re

keeping in mind the art style that

you’re

going to go for from the start it can be

used to enhance the team like

the art style for dyson was kind of had

a gothic feel to us

so you knew the era you’re kind of going

for you’re kind of going for

like old school you’re going for we went

for a comic book style

design on the images themselves so we

knew that

what our vision of the game was is what

we were trying to convey so even though

we didn’t get

our illustrator in until much later in

the process we

knew what we were aiming for because we

thought it would enhance the team from

our perspective

like having a space modern

design of some of the more modern games

we felt would take away from the game

actually

because you’re putting that on because

it sells better or

because it’s what everyone else is doing

right now but you’re not it doesn’t like

feel like the game it doesn’t feel like

it fits or it’s the skin

of the of the game fits on top of it so

you want to make sure that like

it it encourages the like passion and

feel that you were aiming for when

you’re designing the game in the

prototype phases

yeah yeah because when it comes to a lot

of sci-fi you know space exploration

games they can very look

very crisp very modern and they can

almost come up with like

almost a professional feel to them the

art style and if your game is

less world building and it’s more social

interaction

you might want to focus less on the

spaceships and more on the people

and so you want that kind of art cell to

represent the mechanics of the game

as well as the team of the game so that

when a person looks at the front of the

box or looks at some of the cards or

components

they can kind of feel that this is a you

know a socially friendly game

or if it’s going to be a deep dive into

into number crunching

you want to kind of get that across i

mean how many times have you been

at a convention or walking down the isle

of a board game shop and the picture on

the front of the box has caught your eye

like you’ve never heard of the game

before but you’re going oh i really like

that artwork style

that looks like other games i’ve played

that i liked maybe i’ll pick it up and

see what it’s like

you know you’re you’re buying very much

off the

the artwork and i know you’re not

supposed to judge a book by its cover

but judging a board game by its cover

very appropriate

yeah like if blood rage is called

valhalla

you know mountain i don’t think i would

get it because blood rage is exactly

what i’m looking for in a board game

that’s certainly how i feel when i lose

by one point

yeah definitely so that kind of feel and

then obviously blood rage had

that art style across the whole game it

was very kind of

splashes of color almost anger so it’s

very competitive as well yeah yeah yeah

to know that the end of the world is

coming and we should all

just pretty much prepare and then kill

off people and then revive them

yeah but i will say you know conversely

as well

even if you have an idea in your head at

the start of what the game should look

like it’s a great idea to kind of

stick with it but don’t be don’t be

stuck with us you know

feel free to adapt what you’re imagining

as you go on like sometimes the theme

will change or the mechanics

will will adapt like even bumper bots is

now about

you know building colonies on titan but

the first version of it was trying to

build

killer robots to attack other scientists

so

that was kind of based in a factory

originally it was the artwork style i

had in my head

but now i’m trying to figure out what

titan looks like you know what does

space look like from titan

black still black fun fact

yeah yeah and and not just the art style

of like cards and the front of the box

but you also have to worry about

like you know the board layout if you

want it just to be a square or do you

want it to be a cool

shape some people have like trees you

know everdale has the trees and you also

have minis

like in blood rage obviously they wanted

the minis to look aggressive and

you know attacky whereas they wouldn’t

look so good if they were all just

sitting on a

bench and so yeah those kind of um

aspects should be taught about so art

style kind of approaches to everything

you know

and i think iconography then kind of

comes in a little bit

in that you should make sure that the

iconography

and the art style don’t clash but

your iconography is all about making

something clear so it’s not the same as

the design of the

board game itself so your illustrations

they really bring your game to life

the iconography just means people can

actually play it

so our iconography was very like

two-dimensional

flat and clear so you looked at an icon

and you could

see what that icon meant in on any

different media on the box on the manual

and the cards

but just because that flash iconography

is what we use for for

the for the icons it doesn’t mean that

our game had to have

that that same design you could

expand it out the illustrations to bring

in the team yep i totally agree with

that and then you know when you’re when

you’re coming into trying to figure out

what

uh you’re gonna actually pick as your

art style there’s gonna be a lot of

research

and so you know there’s lots of

different media out there from comic

book to computer games

to find out what you like uh understand

why certain art cells are so popular

among certain

types of board games such as like you

know sci-fi

lots of kind of blues and modern

chevrons and i’m sure there’s other

parts of it as well

how do you research into different art

styles so i take a few different

approaches to it

i definitely look at other games in the

genre

that the game is being made in i think

that

that can really help you get a baseline

for what’s expected

the games you can look at maybe 10 games

in a genre and then go

well these are the ones that i’m most

drawn to so they’re probably the

elements that i want to take away and

just based on box covers more than

anything else before you even go into

the

deep does it match anything that i’m

trying to do

and then even then you kind of want to

make sure that the audience

is considered so like even if let’s say

escape room games for save snowball

there can be quite dark because they’re

about escaping some sort of

questionable situation and uh

a lot of like even exit and things like

that have quite dark

boxes they have you know a darkened tomb

or a

it’s all very dark dark and polar

station dark

dark maze it’s all very dark and while i

like that and i

like the crisp elements of it i think

that

what i went for was something brighter

because the research

for the part of the market that i wanted

was different to quite the

part that exit wanted or the people they

wanted to attract with their thing so

i guess it’s looking around a lot of

things and then looking at

just generally escape rooms and people

who do escape from reviews and websites

on the internet and just kind of

immersing yourself in all sorts of that

art style

i think and anything to do with the

genre

yeah so market community current

programs out there yeah a lot of

great points to touch on uh brian do you

have any yeah i feel like ones that are

that are a bit overlooked as well are

the likes of comic book conventions

and um you know board game conventions

and stuff like that as well

go have a wander around there’s nearly

always an artist alley or

just an entirely dedicated floor of

artists which are brilliant

there’s people there selling their own

artwork people doing their own styles

everything from you know cute little

fairies to

demonic monsters and stuff like that

everyone will have their own kind of

art style that they like to do and

sometimes it’s good to just walk around

and go oh you know actually that’s

that’s exactly what i had in my head

that would work really well in my game

go up and have a chat with them because

a lot of artists will be quite willing

to

to work on a board game if you approach

them enough for the money

this this need to ease that everyone has

but if you go up and you say look you

know i’m working on a board game i

really like your style would you mind if

i got in touch with you maybe

talked out some ideas and stuff like

that you know maybe they go look sorry

my commissions are full

oh well but you know maybe it works out

really well

you know as kira was saying do have a

look online or look in board game shops

at games that are kind of similar in

genre to your own and see

you know is there a kind of recurring

style is there a recurring theme

across certain ones and you know maybe

you don’t want to stray too far from it

you want to attract in the same kind of

people who will play those games

but you can still put your own unique

element your own unique spin on it

yeah i think there’s awesome sites

online like others

in reddit there’s a place called hungry

artists which is great and it just shows

a lot of people who are

absolutely incredible at earth and just

willing to do

a couple of commissions you know usually

for people doing portraits and stuff

like that

but yeah i’ve never taught there’s no

really

such thing as board game artists

obviously there is artists that do board

games before and have that kind of

reputation but um i need them i need

them will do

they’re all great and they have worked

with lots of different companies on lots

of different projects before

and if you know what you’re doing you

can definitely help them out and there

shouldn’t be any problems at all

obviously there’s a couple different

ways of dealing with artists but we have

another podcast on workingwear just

which you should definitely check it out

i i’m a fan

of researching into the cultural

media of the day pretty much so not just

board games but like tv shows

and comic books and anything like that

where people

are even even adverts on online

places what kind of styles are people

people using

because when keira said community of

people so like if you’re dealing with

like space age stuff

is there a cool space program that

they’re playing you know if

you know assassin’s creed valhalla if

norse is getting really popular right

now

what kind of style aesthetic was

assassin’s creed using that made them

like fits into the team really well

those kind of aspects no you shouldn’t

be copying anybody obviously you should

still come up with your own

aspect but why does assassin’s creed

valhalla have that art style for that

gameplay and those mechanics and that

team

and and why does it work so well um or

does it work

really well or what would you change and

i think that once you have

got that idea like when you’re doing

your research into different art styles

find out the name of the art style

because if you want to check

instagram tags for that name or fan art

websites or like deviantart or

hiring illustrator you’re gonna you’re

gonna wanna look

to find for the actual person that

you’re looking for

you’re gonna wanna have the tags you

need to search for so

while you’re looking at like tv shows

and different things

maybe find out who the illustrator or

who whoever

designed that um look and feel and

get their name and what they specialize

in and then you can kind of use the

process of elimination to figure out

actually what’s this specific art style

that i’m looking for

that i that i now need to go google

local artists that do that specific art

style

and i know that some art styles are

easier to do than others like you know

when you use

digital paintings some people are still

traditional artists

and they might so if someone’s working

on an oil canvas painting for your

front of the game box know that changes

gonna cost a lot more than that good

alert but yeah that should just be kept

in the back of mind

i still think you should pick whatever

you think works best or whatever artist

you think works

because a better working together aspect

will help you

come up with the best art so for me it

feels like the balance between being

boldly unique

and fun and finding a tried and true art

style is kind of really important

so brian how do you feel about this

balance ugh don’t don’t even get me

started this is absolutely one of the

hardest bits of choosing an art style

because you want your game to stand out

you want it to pop you want it to look

really well

but you also don’t want to deviate too

far from

you know what the other type of games in

your genre are

because ideally as i said you want

players who play games in that genre you

want them to kind of walk along and go

oh that’s the style i like

i’ll pick it up and see what it’s like

but you want it to be unique so you

don’t want it to be derivative of the

other games that are out there

how do you find that how do you do it

nightmare absolute nightmare

i honestly god don’t know how artists do

it fair play to all of

if we have any creative people listening

to us thank you i honestly

do not know how you do it but yeah like

reach out and talk to

you know other game designers and stuff

like that if you know any locally

there’s usually a local group

somewhere nearby or check out facebook

have a chat with people

you know find out you know you’ve got

your you’ve got your idea you’ve got

your theme online

talk to people and see you know does

this work does it not work it’s really a

hard

it’s a tightrope act to walk to to have

a game

look unique and different but also the

exact same as all the other games

and it can apply in different ways as

well like like i said with the minis

and the design as well as like the

artwork on the card

so many different aspects you know you

can you can be unique and bold in one of

them

or multiple of them and then stay the

same in others so the balance isn’t just

in one specific part of your game

whether it’s the front of the box

or like you maybe you want the front of

the box to be as traditional as possible

just shows the name some of your

components nothing flashy

nothing crazy and then you can have some

crazy stuff inside

yeah what do you think here i think the

reason why we’re saying don’t go

too over the top on this is you just

don’t want to alienate people

your customers need to be able to engage

with your product

and i think that the that the thing

we’re trying to we’re trying to stop

is them feeling overwhelmed by really

inconsistent themes

or images based on the genre that

they’re looking for

so they want to be able to instead

relate to them so they want to have some

sort of grounding

so that’s why it’s important to try and

find this balance which is a really hard

balance to find

i think that you just have to be careful

to not push away a genre for

something like garden of bees our

artwork was really eye-catching and

uh but it actually appealed to a

it appealed to much younger groups than

we had expected

and i think it’s because of the really

really bright colors and stuff that are

associated with kids games

i think even though we ourselves thought

we enjoy it on a night of board gameplay

there’s something about the artwork that

just drove

kids to be super attracted to the to the

bright colors and the little tokens

and which is really cool but you want to

make sure that that’s what you plan on

doing so you could think oh yeah there’s

all the space games they’re just so dark

they’re all like oh they’re they’re kind

of all dull colors and stuff

i want a really bright and bubbly one

and that’d be great if you’re doing like

a comedic

space game or like munchkin where you

have like the brightest blue

for the space even though space itself

is black

there’s that balance but munchkin is for

a different audience to

terraforming mars which is quite a dark

one so there’s

there’s a good part of being unique but

there’s also like oh

they expect it to be comedic because you

have these bright bubbly

colors and you want to kind of be

careful that you’re not really confusing

your audience

yeah like no one picks up a game of

munchkin going this is definitely a

heavy strategy game

i’ll be at the table for eight or ten

hours just you know getting halfway

through this

you pick it up and you it looks like

what it is it’s a fun

nice quirky little game you know there’s

lots of little laughs in it and you’re

gonna have fun you’re gonna enjoy it

like you’re not gonna gather your

friends who enjoy

war strategy games around the table and

go i’ve got a new one for you lads

you’re going to take it to a group that

wants like a quick fun little

pickup game yeah it takes expectations

from people

on what the game is and the mechanics

are very important

some of my favorite games with the

mechanics i would definitely pick dice

summoners

i think it matches the expectations and

then also mixes in what the other kind

of

you know trading card game even though

dyson is a trading card game that’s kind

of the

place it sits into it fits into that

genre perfectly

the customers expect what they want but

it also has that unique style

that we don’t see at all and i need this

one and then one that we really wanted

this so

really happy with that some of the other

ones mentioned blood rage already

it’s gritty it’s realistic and the

miniatures

just ensure players are focused on the

combat aspects of the game

it kind of it works very well together

does anybody else have any good examples

that they want to

talk about i think so arboretum i do

think is a really i have the

collector’s edition of artery which is

sparklier than the normal

but that is a really a really

interesting one because so they’ve gone

for trees

for anyone who doesn’t know what an

arboretum it’s like a tree

place where trees live i actually don’t

know i don’t know

but it’s not a forest it’s not a virus

it’s a place where they grow trees

but they have gone for quite a realistic

art style

but it’s quite a light-hearted game it’s

not a long game

and they kind of did that by bringing in

like

kind of floral backgrounds and things

even though they have actual pictures of

quite realistic looking trees so you’d

think that that would take away from the

game

because if you have a realistic looking

tree games with more realistic looking

illustrations

tend to be heavier games so they

counteract that with the very floral

backgrounds that they put on and the

decorative numbers that they had

that really makes you feel more at ease

and you don’t expect a longer game

because of those elements yeah

i love i love arboretum it’s the designs

on it

especially the front of the box where it

has that almost like a picture frame

kind of aspect to it really adds to it

and when you

play when you finish a game of

airbrushing and all the cards are laid

out

i really love that each tree takes up

the entire card space and it almost

looks like a forest

and has these beautiful colors that kind

of uh approach it yeah arboretum is a

good one

i find like i know i know keira

mentioned the kind of space ones but

there likes a role for the galaxy and

stuff like that where they’ve got the

kind of

you know dark theme the dark colors

and then you’ve got the kind of brighter

planets you do feel like you’re

in space like you’re exploring these

planets you’re

you know you’re shipping your in and out

and everything else but

you know the whole dark themed sky

matches because like if you were if you

were playing on like brightly colored

green

tableaus you’d be going it’s not really

space is it

i mean i feel like we’re just building

little sand planets in our garden

but like then you’ve got games you know

if you pick up anything like castles of

burgundy lords of water deep

agricola agricola i say i actually don’t

know how you pronounce those

you know stone age games like that that

have a kind of almost

oil painting design to them when you

pick them up

you look at them and go this is the euro

game so

they’ve they’ve got like a they’ve got a

theme you know there’s going to be like

a bit of long-term strategies it’s going

to be a bit short back and forth or

points

and ultimately there’ll be all points

added at the end so you don’t really

know who’s winning until the final

game just like a euro game but you pick

it up and you know what it is you know

what to expect you know what

you’re gonna get with the game i feel

like games like that have

either by deliberative cooperative

effort

they’ve really leaned into uh that kind

of style and it works

it works probably because we all just

know it i’ve seen so many

games where it’s just a guy on the front

and he’s doing something where it’s like

playing a field or making a dress and i

know

just by the art style that i have to be

that man for the next

four hours and it’s gonna be a number

crunching euro game yeah

we’ll delve into owens hatred of euro

games

i like your games it’s just uh it just

requires a different attitude

ahead that i don’t have so

[Laughter]

another thing i love is sushigo i think

the cartoon

cartoony sushi style with the animated

eyes i think that really just tells

people

what your kind of game you’re going to

get if you see some sushi with some

cartoony eyes you know

it’s going to be a cute friendly game

you see the number of players in front

of the box and you’re like this is great

i’ll just pick this up

i’ll have this you know at the start or

have a few friends over whatever

maybe next year

yeah but yeah i think that’s great yeah

so uh brandon purchased it

did art work for dice numbers he did a

fantastic job yeah i think working with

your artist

is super important and making sure that

the art style is kind of agreed on

everybody

kind of communicating out there is

pretty tricky but i think we did a great

job

there’s going to be a lot of great

points in this whole thing

but the more research you do one thing i

found out recently is

doing mood boards which is a cool way of

doing it you just take a load of artwork

from you know a tv show here

comic book there just to get what you

want so like you know you take bubble

butts

kind of a whole bunch of sci-fi stuff

that you want do you like maybe roll for

the galaxy

put it on a mood board give it here just

nerd says yeah i kind of get what you’re

talking about

or he might just go what the hell is

this how do you know where i live

because you know this whole thing is

very emotional you know when it comes to

art and stuff like that it’s it’s not

you can’t describe it in the way you can

describe a ford fiesta in 1997’s

you know yeah really difficult and it

like

it’s team as well you’re thinking

fantasy or

an imagination i know like so for

example scrabble actually just has the

pieces on it

and that’s probably the simplest style

you could possibly do is like go to the

artist

well this is my game is made of squares

of letters

and just can you just make that look

nice and

that’s easy to communicate to the artist

and it results in

straightforward images but what a lot

again like

the much more advanced games or the

games that we’re really talking about in

the board game genre

they need a theme and they need like on

said you need to

demand farming in the front of the box

or the the army that’s

attacking somebody or you want

it’s more important to convey the team

if there is a team

than it is to just say well these are

the components that are in the box you

can put that on the back or you can put

that in the rule book

you you want to immerse them as quick as

possible in the

10 seconds you have while they glance

over the box so

i think the the center piece is your is

your

board game our art styles is your front

cover

and then wherever else you can put it in

is great to make it feel more like the

team yeah i totally i totally agree with

that and and

even when you said that there’s still

aspects that the artist

that does work on it still has that

ability to create something new create

something unique add their own flair

address style

so your board games are always going to

be slightly different than what you

might have imagined

and there’s always that kind of

opportunity to create something new

but yet artists would definitely need a

bit more than just

i just want this to look nice like

yeah science you know that right

the plate testing is an important thing

for figuring out art style i like

one of the things i like is multiple art

styles with different audiences

can help determine what art style works

well

or coherent in a board game and can also

help understanding rules and how

aggressive cooperative players are

so you have a board game and you have a

lot of clip art try different network

and then release those prototypes try

them out with different people

see what goes brian do you think

designers can effectively play test

their art style

ideas to get feedback from plate testers

yeah i mean absolutely you can

you can do it in a couple of different

ways as you said you can just print out

several different copies of the game and

say to people you know what you like

what works what doesn’t in this

age of social media like it or hate us

there’s a few great options out there

where

you know i’m following a couple of

different groups online of people who

you know they have

new games up and coming and they’re

going all right well you know this is

the board

here was the two color schemes i’d tried

you know which do you like which do you

prefer

and then go on you know well here’s the

numbering style here’s the lettering

style here’s some of the little

miniatures i plan for the game do you

think they work do you think they’re

excessive

and it was actually like some of them

were very clever because

not only are people you know getting

involved and giving good feedback

but people feel like they’re

contributing to the game it makes them

feel like they’re part of it so you’re

building your audience you’re getting

your background there and you have

people giving you good feedback

and also people who are going oh well

now that i’ve helped out i definitely

want to get this game when it comes out

so it’s a very good a very good way to

do it but again you know

have have your your core of the game

solid

before you start putting a lot of

artwork on it because if you ask a lot

of people which do they prefer

and they give you all their feedback and

then you come back a week later and go

i changed this whole game we’re back to

square one people are gonna get bored

and fed up

but you know it’s a good idea to go well

you know here’s two art styles i liked

which do you like don’t hammer them with

75 different

color schemes but put up a couple of the

ones that you know maybe you’ve worked

with your artist that you really like

and go you know which one appeals to you

guys

you know do you like it do you not like

it and uh it actually you know

even as as i was kind of following them

just to

just out of curiosity about the game

more than anything else but

now i’m like oh yeah i can’t believe

teddy’d eat like the purple but the blue

looks way better

and i’m like i definitely have to get us

to make sure it comes out in blue

it can be tricky if the if all the

community in

in that kind of thing like if it is red

or something like that says the purple

one is better

and you think it’s the blue you

shouldn’t give them the choice in the

first place

that could be don’t worry don’t give

them too much choice

uh kiera any tips yeah so definitely

refine your choices

pick ones that you could definitely get

behind it can be hard because

you you can’t commission like 10

different artists

to draw a card for you in each of their

different styles

so if you can i think it’s about

cultivating

a good relationship with your community

and then giving them a piece of the

artwork that you want to use in the

final design

that isn’t quite what you’re going to

use like something you’ve taken off

maybe the artist’s

portfolio or you’ve you’ve found

somewhere

and trying to fit it in so that they

could maybe

in some way visualize what it’s going to

look like in the game so like you have

to be kind of

reasonable with your resources if you’re

a small especially a small board game

company where you can’t just have

10 artists on hand that you could just

commission for one day each or whatever

you have to

you have to find a way to to balance

that so

do what you can with the resources that

you have and do post on forums and if

you have a mailing list

maybe it’s a good idea to i think that

one of our pieces was

the timing wise we didn’t want to get

the artist involved too soon

but also because it was so close to the

kickstarter that we got the artists

involved it just meant that

there was a limited amount of time on

getting feedback and changes and things

like that so

you do have to be aware of timing if you

promised on kickstarter you were going

to produce a game

in a certain time then maybe do market

research before you get to that point or

get the community engagement before that

point if you can

try a portion of your game or some small

amount of gameplay and try and play test

that

with a particular art style that you

want to try out it’s a lot of work but

it’s worth

it because once you have the airside

locked in you have the outside locked in

you’re stuck with that for the for the

rest of the journey so so

don’t take the decision lightly yeah and

there are ways of making sure that you

only do part of a thing

so like our artists can do the sketch

only of the artwork instead of the whole

thing

so if you’re thinking of a frontal box

instead of asking just to do the whole

thing you can get like a couple of

sketches of different ideas

and you can get the community involved

and then this whole process takes the

game

way longer so you’re going to be pushing

kickstarter at like six months eight

months

which can be annoying but i think if you

want to get the community involved you

want to get the artwork done i think

it’s a good idea

so but at the end of the day it is up to

the game designer to choose the art

style that they think will match and

work well

something that mixes with the mechanics

and teams effectively something you’ve

researched and know where this style is

usually used and something to play tests

really well with people that pretty much

wraps it up for choosing an art style

what sort of art styles do you love and

which best complements certain mechanics

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