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Combo Fighter Card Game: From Sketchbook to Kickstarter

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?

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Rozenn delivers stunning animal artwork

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!

 

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Wonderfull World of Wunderkammer

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.

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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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