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Juggling art and sculpts in making a Brutal PVP arena game.

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.

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The absurdly magnificent works of Kwanchai Moriya

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!

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How Jacqui Davis use lots of reference for her stunning paintings!

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 😉

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Emil Larsen – Working with illustrators from a designers perspective

Hi guys, I’m Emil Larsen a board game designer from Denmark. I’ve been Kickstarting, designing and publishing games for the last 4-5 years while working as an Officer in the Danish Army.

Niklas reached out to me because he wanted to hear how it is to work with illustrators from a designer’s perspective. Now I want this article to be something both a designer and illustrator can use when approaching or dealing with a project like a board game, hopefully bridging the gap between the two perspectives. So here’s my take on it 🙂

I’ve been working with illustrators, layouters, artists etc. during most of my entrepreneur career, now stretching almost 11 years. My recent card game Burning Rome is probably the most fluent experience I’ve had in terms of creative projects, interaction and involvement of freelancers. This is especially true when taking into account that 8 illustrators have been involved in Burning Rome and its first Stand-alone expansion.

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