MOOGH – Kickstarting with primal rage

Since Nuts last campaign on gamefound we did a lot of tweaks and simplifying. Now we are live on Kickstarter with an improved MOOGH including new updated character art.

Is 50% bad?

Yes – according to many studies by other designers apparently you almost need to fund immediately. I hope we can prove statistics wrong with your support! I believe you get a lot of fun packed into this game. With a steer away from ‘SEMI CO-op’ to three modes – Competitive – SOLO and Co-op there can be fun for 1-4 friends or family in this crazy prehistoric hurly burly beast hunting game.


Updated art

I won the BGG community awards for this game originally. I have done all my art by myself. But up until now it was the original character art from back when I did the first PNP. The art was a bit different in render quality. For this campaign we updated the characters with more detail. Here is a timelapse for the curious fans.


How to Improve Your Digital Paintings (for Board Games): Part three

How to Improve Your Digital Paintings (for Board Games): Part three

Did you miss part I & part II ?


Focus on that brush

This was a big help to me. I used to have a big library of brushes and I always ended up testing every one of them when I was painting – making me unfocused on the essential part: PAINTING. I never relly knew what kind of brushes I had in my inventory. Often when you paint traditionally you would know the capabilities and how your pen or brush works and feels. It was time for a clean up! 

I made a new brush set with my 100 favorites (20 would be even better). With this limitation, I suddenly started to know how almost every brush worked when I was swapping brushes. Having one, two, or three main painting brushes can help you focus on the important stuff: volume and distance made with value and color.

Having one, two, or three main painting brushes can help you focus on the important stuff: volume and distance made with value and color.

Learn from traditional

In my early years, I started painting miniatures. One of the main rules in painting tin figures is not to start with the color of the object (like painting the hat yellow), but to start with giving the whole figure a base color. This brings harmony and depth to all the colors you choose to apply afterward. 

Most artists that have tried traditional oils or acrylics know that putting a so-called imprimatura (a base color layer) to the canvas before painting will help you choose more unified colors and values. Next time you are coloring your digital painting, start by adding a medium gray or brown on the background layer. You could even try starting out by taking a big rough brush and adding broad strokes and some tone variance in the background.

Build colors and shapes from big to small and from dark to light

You can actually go both ways, but, usually, it is much easier to define shapes and create hard edges when you make silhouettes in a darker color and then add light to the peaks in the shape volume. With miniatures, you sometimes have to go the other way because you could not layer a light color on top of a darker one.

Colors are an illusion of the mind

Using colors right can actually lift a simple drawing to something extraordinary. If you are not working in Corel Painter, which already has a color wheel, I would get the plugin ColorUs for Photoshop. I like how easily I can see the color relationships and how I can work in a small part of the color triangle and jump to extremes for emphasis.

In your next piece, also try to mix a color palette before you start and stick to it. Listen to this great podcast from Board Game Design Lab speaking to Ryan Laukat about art in games and if you want to have a give a real gaming experience check the info at

Simple method of coloring

How colors can lift your work

Great detail is not always great

At least for games. Of course, this is very subjective. Many players love details and can’t have too many. Personally, I like game elements less when they use huge pieces of art for their card design. It seems disproportionate to me. Next time you look at the images in your favourite game components, [2] examine the level of detail.

Unless you are a master artist, too many details can ruin the overall feel and energy of your image. This is also  a lot of hours wasted on something that may not have added value to the game.

I would advice to select only a few areas to add details to and instead work on contrast and light sources in the image. You could use contrast sparingly if you want to direct attention to a specific area of the image. If you browse art on artstation and deviantArt, you will see that many character paintings have much finer details in the face area and a lot less detail around the shoes or in the background.

Layers give options

Yes – but next time, try to work with only a few layers. With limited options, it is easier to focus on the important stuff. Try merging your linework and color layers and start painting on top of it so that your lines eventually disappear. Depending on the look you are going for, it can be fun to try.

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!


Continue reading “Rozenn delivers stunning animal artwork”

5 additional questions for the master of board game art

We are proud to bring you a look into the process of a master board game artist – Vincent Dutrait here.

We did ask some extra questions you might find interesting or funny 🙂


Why are so many great illustrators french?


I think because of the story of the “bande dessinée” in France. We (me and other illustrations) “eat” a lot images from many many different sources. So I think that the culture of image is really strong in France. And also, we have some perfect Art Schools but more Applied Arts Schools, this is a huge nuance!


Have you ever experienced that a game designer changed his game because he was inspired by your art, or because you had some comments?


Yes, and because I’m involving more and more in the development of board games, publishers and designers ask for my help and thoughts really soon, during the very first steps to find the best way to mix the substance and the style, the gameplay and illustrations.


What game artwork from all you have done are you personally most satisfied with?


Hmmm, difficult. I think that the duo Lewis & Clark + Discoveries is a great one because it’s my complete point of view, in two parts, about this great journey. And also the incoming Rising 5. Because I waited for a long time to do Science-Fiction illustrations and I can put all my ideas here!


When making many cards for a game (like Rising5) what paper size do you make a card in – a5?


Original art for a Rising5 card is about 10x15cm up to 20cm for height


Read the full interview here.


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