It oozes warmth, family, tradition and fun. That could describe the art of Ryan Goldsberry from Livermore CA. Teaming up with the designer of Burgle Bros, Tim Fowers – was a turning point for Ryan. Enjoy the interview.
Tell us a little about yourself, what you do, your artistic background and how you got into making art for board games?
My artistic background mainly involves drawing hundreds of pictures of the Ghostbusters and Mr. T when I was a kid. Eventually I moved on to drawing other stuff…nothing quite as exciting though. In college I saw that they had animation classes, and I thought, “hey, that sounds nifty!” So I got into animation and worked in video games for around 12 years.
After college, when I was animating Lara Croft, along with all her assets, I was contacted by my good buddy Tim Fowers. He assumed that since I was an animator that I could probably draw pictures as well. He said he was making a video game and could I help with the illustration. I said “sure! Will it make us rich?”
Continue reading “How animator and artist Ryan Goldsberry fell into boardgame art.”
The board game industry is flourishing with great game ideas but I must say I did not see this coming – a plantable card game . German Sebastian Sattler that recently moved back from Barcelona to Berlin is the author and designer of this wonderful innovative board game project where you can play a game of cards and afterward grow plants from the game. The game is very pretty and stylish and I am happy to speak to the designer about it.
Tell us a little about your artistic background and how you got into making board games and graphics for board games?
Continue reading “oh/crop – a plantable card game”
Welcome back Snorre. I have asked for another interview with you because you and Asger have just launched the Kickstarter for your fast-paced character driven fighting game – Combo Fighter.
Give everyone that doesn’t know Combo Fighter the quick rundown.
Combo Fighter is our take at the classic arcade fighting game as a board game. We really wanted to keep it simple, intuitive, fast-paced and engaging. Asger has played a lot of Tekken and I remember being really fascinated by the original more comic book art style of the arcade games. During our development of the 10 fighters, we focused on giving each fighter a unique feel and fighting style so the characters feel and play very differently.
Following your progress on the sideline, I know that the game has undergone radical changes. Can you tell us a little about this?
Continue reading “Combo Fighter Card Game: From Sketchbook to Kickstarter”
The short story. I made CatheDraw a roll & write game and for a long time I wanted to fix some issues in it. I changed the game so it could be played without cutting cards and I added a threat to the gameplay. The threat being possible uprises & revolts. Now I put the game up for download because I want you to play it. I have used a lot of time trying to figure out the best way to present all the information on the Player Sheet.
My last score was 184. What is yours?
Get the game here.
CatheDraw Revolt Files
Here is a quick introduction to the game
FAQ Cathedraw Revolt
How to score flying buttresses or stone pilasters?
You only score points when pilasters and flying buttresses are placed furthest to the left or right in the row they occupy. So in this example the two red ones score zero points and the ones marked with green score 9 points together.
Sometimes we just want pretty! And it does not get much more pretty than the absolutely stunning animal artwork in water color, from the hands of the young French artist Rozenn Grosjean. The game Darwin’s Choice by the trio “Treecer” is her first board game illustration job, and her animal illustrations for this game is reason enough to own it :). I’m excited to share this interview with her with you.
Tell us a little about your artistic background and how you got into making art for Darwin’s Choice?
I always liked drawing and studied illustration during 4 years at the school Emile Cohl (France). I was contacted directly by the creator of the game to illustrate the cards and I was really interested in the project!
Continue reading “Rozenn delivers stunning animal artwork”
I did not know about the cabinets of curiosities called Wunderkammer before I read about this little Kickstarter gem from the Canadian designer Phil Glofcheskie. In the detailed and harmonious card frames he beautifully captured the feeling of this particular Rennesaince activity. I am thrilled to have Phil on the GHG to tell us about his new game and process.
Tell us a little about your background and how you got into designing and illustrating your own game?
My educational background is in fine arts, illustration and design, all pre-digital. Much of my study concentrated on traditional media like painting, printing, bookbinding, paper-making and woodworking. I also studied art history.
However, professionally my background is largely in digital media. I have worked in the video game industry, digital marketing, web development, educational entertainment and even emerging technologies like VR, AR and IoT. I am also interested in electronics, and have built or helped build functional prototypes for products.
Continue reading “Wonderfull World of Wunderkammer”
When you see a game like Brutality you immediately know that there must have gone a lot of time into making the world come to life. I was surprised to see som many artists on the credits list, so I really wanted to interview the designer Stephan Frost on his process. Let’s begin.
Tell us about yourself and how you got into board game design?
My day job is in video games, and at the time I was working on an MMO. These are massive games with complex systems and dependencies for development. I wanted to work on something where I could do everything by myself (mechanically), then when it was ready, get some artists involved. One night about two years ago I was about to fall asleep when I thought of an idea to make a straight forward PVP arena board game. I wrote down some ideas, thought of some characters and attacks, drew some rough sketches, and went to bed at 2am. About 2 years later, here we are with Brutality on Kickstarter.
Pick a team of two medieval badasses and go to war against two other badasses
Tell us what the game Brutality is about?
Brutality is a medieval combat brawler board game with grim-yet-high-personality characters that players control. Pick a team of two medieval badasses and go to war against two other badasses.
Continue reading “Juggling art and sculpts in making a Brutal PVP arena game.”
Take a look at Kwanchai Moriya’s portfolio and you will discover unparalleled works of an extremely talented and versatile artist. From the ‘Days of Ire’ cover to Flips Ships and Dinosaur Island we get significant images dripping with personality. I am so thrilled to bring an interview with Kwanchai Moriya – the half-Thai and half-Japanese, born in Manhattan, grew up in Chicago, and currently living in Los Angeles, California.
Tell us a little about your artistic background and how you got into making art in general and for board games?
My mom enrolled me in a pastels class at my local park district when I was, maybe, 8 or 9. I did a pretty good job on a banana and an apple, and so began the journey!
Continue reading “The absurdly magnificent works of Kwanchai Moriya”
When interviewing Daniel Solis earlier I noticed colorfull characters in the art of Belle of the Ball. The same artist also worked on, Ex Libris by Renegade Studios, a game that has been rewarded for its art. Her name is Jaquis Davis, located in north west England. I am a fan of her colorful and intriguing art and apparently she is not afraid to use lots of reference in her process.
Tell us a little about your artistic background and how you got into making art for board games?
My mom likes to tell the story that as a kid I told her off for drawing horses wrong so she made me do it. I’ve always been drawing – and of course my horses are always right 😉
Continue reading “How Jacqui Davis use lots of reference for her stunning paintings!”
For the last couple of years I have participated in several design contests driven and curated by the community. The most recent one being the Hookbox challenge by The Game Crafter. I haven’t used TGC before – but the title of the contest just pulled me in. Again and again I wish I had done things differently and better and that is why I want to share a few thoughts on how to get the best out of board game competitions.
Understanding the premise
A contest is by definition a competition where there is one or more winners and entrants are rated by judges. This is some contest you might come across:
- Contests that is community driven: This is like on Boardgamegeek forums or Bgdf. You will have a lot more openness and interaction during development. You and the other participants are the judges.
- Contests facilitated by publishers with an intention of publication. This can be a publisher looking for a new way to play an existing game or need another game of a specific type.
If you want a game published you might be using your time better that entering design contest – but if you want to improve your design skills and challenge your passion it is a great way to interact with the community. Some games get picked up by publishers like the games of Todd Sanders.
Continue reading “Designing for game competitions”