Moogh is a game that I both did the game design but also illustrations and graphic design. The great thing about being 360 is that you shape the story you want. I am so proud that the game is out there being played as Print and Play but I am also very grateful to anyone who backed the campaign.
I want her to tell you how I worked on Moogh illustrations. See the campaign here
Imagining a world long time ago
I think one af the big difficulties when illustrating Cavepeople and prehistoric animals is that the preserved history is made of some cavedrawings and archeological findings. So I wanted everything to feel like part of the Moogh universe – all from icons and interface to illustrations. But I also wanted to add flavour to the classic view of cavepeople, giving them more character and funny clothing. During the development icons changed several times but my original caveman laid the style. The following writing is more tips for illustrating than a Moogh specific story.
Size and format
Having to redo artworks can be a pain. I always try to get the right resolution and aspect on my artwork before I start. I Sometimes make sketches to test the full workflow from sketch to game. I often use https://www.boardgamesmaker.com/ to find templates for standard cards.. When all is right format and color space I can start.
cmyk, rgb, 72 dpi or 300 dpi or a4 etc. This is something many designers want to know. I often hear designers say “ I don’t want pixel size – just centimetres” or “you don’t measure in pixels for print – you use dpi”. Fact is that dpi, pixels and measure are a holy triangle. Change one and at least one of the others needs to change. DPI (dots per inch) makes most sense for printing material since it measures how many “pixels” will be put on the paper in each axis within one inch (2,5 cm ish) – so you shouldn’t think or talk about dpi when you make anything online. But a monitor is often 72 dpi or 96 dpi if you really want to have a measure.
Imagine you got a facebook post – which is normally 1080×1080 pixels. How long is that in cm? well it depends on the dpi. If you print one dpi then it will be 1080 inches long (762 cm). So if you change the pixel amount – you either need to change the dpi to keep the length or visa versa. I probably lost you by now.
For print 150-300 dpi is sufficient. Print Shops usually want 300 dpi . But when you make a standard card this is not very many pixels (about 1122px high). When I say not many – I mean for artwork. If your artwork is only in poker card size 300 dpi.. You won’t be able to scale it much up. So for cards I often use 600 dpi for the artboard – and then I later have the option to crop the image without losing quality (for a 300 dpi print)
Everyone learns that print art should be cmyk (cyan, magenta, yellow, black). And our game should be printed right? What colour space do I use for illustrations then? RGB. Yes, that’s right. Why? Well because you are probably not only going to show you art on print but also online lots of places. A monitor (since it emits energy from each led) can actually show more vibrant colors that we can put on print. Choose the most saturated pink in photoshop in cmyk and then change to rgb and you will be able to make it even more vibrant. This is the simple reason you make art in rgb and converts it to cmyk – because if you go the other way you will not have the best looking images.
rgb (lots of colors) -> cmyk (less vibrant colors) / cmyk (less vibrant colors) -> rgb (still not vibrant)
For Moogh I tested to sketch in Clip Studio Paint instead of Photoshop. I just love CSP – it is super responsive with your pen and has awesome functionality like using sketch layers lines to control fills on different layers or gap closing lines when you fill. I am also thrilled about CSP blending brushes – but with Moogh I exported the sketches with some fill layers to photoshop for painting. Over time I have collected and sorted photoshop brushes and I keep trying to make groups of brushes that relate to a project so I can always go back and ‘replicate’ the initial style.
Go wild. In moogh I really played with many different tones of skin color – and I really like that.
Import to indesign
Sometimes I import a photoshop with several artworks into illustrator. The problem is that if you at a later stage change anything in layers visibility – InDesign will lose the connection and all images already placed will often swap. That is why it might be better to export each separate artwork in the file..
Moogh art has been done with care. I really tried to incorporate a lot of stone, plants and leather. And the characters should range from cool to dumb. I really hope you like the art and will have fun playing Moogh.
Pillbox Games – the creators of the beautiful Side Effects are launching something new. Last we talked with Ben Bronstein about his art – which you can read here. So I welcome Pillbox back on GreenHookGames to tell us more. Digital marketing may include a full suite of methods like social media advertising, email newsletters, affiliate programs, online trade shows, marketing video etc. With so many methods and techniques, you may have a hard time developing a marketing strategy for your business. That’s why you should narrow down your options and choose the best strategy that works.!!
Start by telling us how Side Effects was received.
I couldn’t be happier with the reception we got, especially considering it was our first game. Every person who worked on the project gave something special to it. Have to give credit to Panda GM for how fantastic the final product came (especially the pre-press team).
Good – now let’s hear about the new game ‘MUD’. Why did you make it and what is it about?
I think it was inevitable that given our interest at Pillbox Games in making real world systems into games that we’d eventually make our own spin out of the ultimate real life game: Politics. Especially given the current environment there has been constant fodder for game scandal concepts. That being said, we made a concerted effort to draw bipartisanly from a wide range American history and not to focus too much on current events.
That sounds wonderful and explosive 🙂 Looking at the images we see that you are somewhat staying true to your elaborate and perfected graphical style. It looks great. What considerations have you done about which art style to go with?
I think if you enjoy tabletop gaming to any extent, you have to enjoy systems, and figuring out a system to convey the information we had in mind was incredibly fun. First we wanted to reference actual American documents, so government emblems, campaign posters, vintage ballots, political cartoons and currency were the first thing we collected and referenced.
Then we had to figure out a system of conveying numerous parallel suits to our cards without confusing the player too much. (A little confusion can be a good thing, as it allows a player to sneak by or deceive their opponents during gameplay). Rather than having multiple suits in the style of a poker deck, we realized that utilizing the entirety of the card was the best solution, click to see the game and start playing. We basically have 3 suits; political leaning, economic class, and region. After a lot of tweaking, we realized the background pattern was best for political leaning, the border was excellent at conveying economic class, and then a central piece of art could clearly show a regional map. After that, we just had to figure out unique and differentiable color schemes for each category.
Is there any place to go if we want to stay updated on the release and your works?
The PillBlog on our website (pillboxgames.com)
I’d say Pillbox’s official instagram is the main place you should stay updated for all our games. Once we launch, I’m sure our Kickstarter page will also be just as prominent. My personal social media postings have basically dried up since the pandemic.
Kickstarter launches on October 6! And you can still buy copies of Side Effects at pillboxgames.com.
THANK you! We will keep an eye out. And thank you for sharing a print and play here.
You know those box covers that just seem to not only capture the atmosphere of some distant place – but also are soo well balanced it is the perfect board game cover? That is how I feel about James Churchill’s illustrations. I hope you can be inspired by this interview about his art. Welcome back. If you changing your home or office the most important things that you have to consider is the moving company.
Tell us a little about your artistic background?
I studied Graphic Design and Fine Art for 6 years at University from 1985 to 1991, which included life drawing, illustration, painting, photography and sculpture. For the past 30 years, I’ve been working in Theme Parks, Feature Films and other areas. I’ve only been working in the game industry for the past five years.
Is a digital board game a board game? Where do you look for artists for your game? I find inspiration on behance.net among other places – and that was where I found Evgeny. I immediately fell in love with his strong expressive comic characters – and several of his works looked like digital games playing with analog references. I hope that he will be working on a board game project soon – his art rocks! If you enjoy board games you may enjoy to online gambling at http://cityout.lt/what-are-no-deposit-bonuses/ you can find all what you need to know about this kind of games.
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Hi Evgeny – where are you from?
Heyo! I was born in sunny Alma-ata in Kazakhstan which is right on the border with China, surrounded by beautiful Tyan Shan mountains. When I was a teenager my family moved to Siberia (still a big mystery for me, why), at the age of 23 I moved to Europe, to Prague, where I spent good 6 years of my life, then moved to Berlin, now me and my family are based in Barcelona.
Tell us a little about your artistic background and how did you end up working with art for games?
I am coming from a family of theatrical artists (my parents are scenographers and character designers working for theatre and also teaching painting, drawing and sculpting at the Art Academy, so I was exposed to art since I was born. Nevertheless, because of my teenage rebel feelings I wanted to become everything else but an artist, I chose to study physics, but life has directed me to follow the path of my parents and with time I switched to art anyway. My first experience as a game artist was in 2006 when I was working for Unigine.corp as a 3D artist/animator. Then it all started – I tasted the gamedev and dived under it’s muddy waters.
Have you ever worked on any board games or card games?