r/BoardgameDesign

Do you have to take out a loan to hire a game artist?

My and my good friend have been working on game for the last 4 years. Us and many others think its worth publishing (however that looks) but we are stuck. We are leaning towards crowd funding which means we need artwork. Its a large-scale game, and pretty much all artists ive come across quotes me around $5,000 - $10,000 for art. Im not saying that that is not worth it. I think these artists are justified. Im just asking how you guys have done it, or how people you know have done it. Thanks.

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u/Plastic-Dependent666 — 8 hours ago

Finally pursuing art for my game

I FINALLY started the ball rolling to get art assets made for my board game. I've procrastinated my way around this issue about as long as possible, as it's really the only step where I've needed to hire out help rather than do it myself. I even spent 3 months dedicated to learning art, but unfortunately I did not have a knack for the skill. Despite the inherent fear of making a significant financial investment, I'm really quite excited to take the game from a thoroughly playtested set of rules and graphic design into a real ass game.

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u/Miniburner — 8 hours ago

I was invited in an event to do playtesting, but I have a problem

Hello po! Looking for advice.

I recently received an invitation to showcase and playtest my prototype at a local board game expo. I'm really excited because it's my first invitation to something like this. Usually it's me who approaches people and the event.

The challenge is that the event found me in a difficult spot. Travel and food costs are my current hurdles. But I was told that they'll give me a table for the sessions, and the game is very playable but still not perfectly balanced.

For those of you who've been in a similar situation, how did you handle it? Did you self-fund, find sponsors, carpool with other creators, or do some form of crowdfunding? I'd love to hear your experiences and any advice.

I really love my game, and opportunities like these rarely drop by. I would really appreciate any opinions. Thank you!

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u/markuroarts — 12 hours ago
▲ 8 r/BoardgameDesign+1 crossposts

Namaqualand - a strategic wildflower pattern-builder

I’m working on finishing up my WIP rulebook. I would appreciate any and all feedback!

u/CrumbCatGames — 11 hours ago

Organizing a Game Testing event. Can I ask a small entrance fee?

I'm organising a Game Testing event for a couple of games I'm working on.
Since I'm recently out of a main job, I'm looking into becoming a self-publishing independent designer which means I need to look for monetary income (which I'm honestly pretty bad at).

I managed to get a "for you for free" rent of a separate room in a gaming café to host the event, but now I find myself wondering if it would be ethical or not to ask a participant fee (in line with the gaming fee the café would ask to play games from their library).
Since the gaming fee would not be asked for playing my games, participants wouldn't be charged double, just paying the fee to me directly instead of to the café.

Reasons to ask the fee:

  • I need the money to put into further development of the games tested.

Reasons not to ask the fee:

  • I should be grateful for people wanting to spend their time testing my games.

What's your opinion on this?

EDIT: Thanks for all the replies and clear general consensus! I knew it didn't feel right so definitely won't be charging fees, but since the idea was reached out to me, I felt like I had to ask. There's a very big drive (from my parents and some others with an "interest" in my career) to get income before actual sales, but these replies make it clear to me that there is no ethical way to possibly achieve that. Income will have to come from sales at the end of the line, no other/earler way. 😇

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u/Minus_Onthemoon — 15 hours ago

How to go abouts with designing asymettrical factions?

Hey everyone :)

I've been toying around with a board game idea I had and Root has been a big inspiration for it. I want to make something with the same kind of gameplay of each player having a vastly different ruleset for their faction and jist wanted to know if anybody had tips.

I like most of my ideas but I worry they are either too complicated or too similiar to other board games or just underdeveloped. Any help would be awesome, thanks!

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u/Uszyy — 1 day ago

Is there a standard for rulebook development?

I don't know if this is a bit off topic for this sub, but I'm starting to write the rulebook for my game and I was wondering if there's a standard/general guide on how to create a complete, comprehensive rulebook. Is there anything like that? Or what other resources would you recommend? Thanks in advance!

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u/BattleFresh003 — 1 day ago

The different prototypes of our boardgame

A couple of weeks ago, I shared a small story about our journey of creating our very first board game. The response was honestly amazing! We received so much love, encouraging comments, thoughtful questions, and plenty of DMs. We also welcomed a lot of new followers on our Gamefound page, so thank you to everyone who found us through that post and decided to join us on this adventure! 😁

One question kept coming up over and over again: "How did you get to where you are now?"

So I wanted to make a short video to show that making a board game is a journey full of trial and error. Your first design probably won't be your last and that's completely okay. Don't get too attached to your first idea, because every playtest, every bit of feedback, and every revision helps shape the game into something even better.

There are WAY MORE prototypes, but these are the ones that were fully printed.

I hope this gives a little insight into our process and maybe even encourages other aspiring designers to keep iterating and trust the journey.

u/Ancient-Peanut6095 — 1 day ago

Power Rangers board game ideas basically marvel rivals but power rangers

I want to make a power rangers fighting game for my kids who love power rangers I’ve always been interested in tabletop games.

But never really played or created but this is something I need to do with them.

I guess I wanna do something like marvel rivals just fighting you can select 5 characters per team

I am asking for help on creating it and ideas
I wanna use 1d6 dice, have it fast paced, I don’t want it to be a card game I was hoping to limit it to a character sheet per character maybe they have 2 attacks I’m not sure however.

It would mean anything to get some help.

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u/Odd_Gift_3649 — 1 day ago

Need help identifying "the hook" of my game

Here's a link to my BGG wip post about the game: https://boardgamegeek.com/thread/3477748/wip-pain-mountain-solo-campaign-pnp-minimal-crafti

I'm interested in knowing what angle I should start with when talking/promoting the game. I would obviously like the hook to be that it's the best game in it's genre, but there's so many tactical combat/dungeon crawl/solo games out there, I feel like that's not a unique thing to say about the game. Even if it was true.

Please let me know which one(s) of these "factual" statements would "hook" you in to trying the game:

Pain Mountain is a tactical combat fantasy campaign PnP game and...

A) it's free
B) it's played in-hand
C) it has a minimal environmental footprint
D) it autosaves itself and has no setup/teardown
E) it requires minimal crafting
F) it's fully deterministic

Or would a better hook/tagline be something like:

"Gloomhaven's engine, Sudoku's interface"
"10 boss battles in your pocket"
"High difficulty, small footprint"
"Souls-like optimization puzzle"

...or a combination of these?

Hard to tell what people find interesting. It's a very niche game to begin with (solo PnP), it's not for everyone and that's totally fine.

Thank you in advance!

u/CryptsOf — 1 day ago

Which card design do you like most? Or do you not like any?

Wondering which looks better for my game? Or if you feel they all need work, please let me know!

All feedback is good feedback! (Even if you think they all suck) Thank you.

u/NelmesGaming — 2 days ago

Rulebook thoughts?

Heya!
Just finished the latest version of DEADHOLT's rulebook and wanted to hear your guys' opinions.
A few small disclaimers though: I handle everything with this project (art, design, mechanics, rulebook etc) so as you can imagine it can be a handful. I mostly get to do stuff after work so I end up writing stuff at 3 in the morning, so please excuse any spelling issues and missing letters! Will clean those out when I lock down a direction and get to proof reading :D
Also, English is not my native language so if you see any clunky wording, please do let me know!
Lastly, it's 21 pages so it ca be a little chunky haha. If any of you do read all the way through it, I'm also curious what you think about the game itself, if you do want to share your thoughts ofc.

Hopefully it ain't too bad lol. Thanks guys!

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u/kolsmart — 1 day ago

Which Design is Better for my TCG cards?

I am making a TCG and have been playing around with some UI design (I am doing all of the work myself in every aspect on this card game, no AI or commission work) and I specifically would like some feedback on the preference between how the damage dealt from attacks is displayed on the cards.

The attack is the little guy in a fighting stance emblem above the "MeleeMon Trait", the number in the black circle next to it is how much "Stamina" it costs to perform and the number in the same bubble all the way on the right side is the damage that move deals to the targeted opponent (targets can vary depending on the individual MeleeMon's Range and Target Quantity).

I originally had the text for damage in Black because it just looked pretty clean, but recently played around with making it a Heavy Bold Red instead (which also visually coincides with the Range and Target icon colors, making it intuitive that the damage is directly related to them), but I am unsure as I have had it in black for so long, it would mean I have to change the font on about 80 cards, which is fine, but I figured I'd get some outside opinions if offered.

Any thoughts would be helpful and appreciated!

u/MinotaurCandy — 2 days ago

Market for finance sim/trading game

I’ve come up with a fun mechanic that works well with a financial deck builder that would lean into Wall Street Bets type themes. I’m not sure it’s a natural fit for board game market though. Any thoughts? Are there other games out there in this area? I can’t find any.

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u/kHartos — 2 days ago

Tracking Tracks

Hi friends,

I am working on a board game right now that uses a number of tracks for 5 things that each need to be tracked per character these are:

- Action Points

- Special Points

- Death Points (which determine when you die)

- A point tracker specific to each character

- Health

Now, for the most part these start at 0 and move left to right. The exception is Health, which starts at 10 and moves right to left as you lose it.

We did a few playtests at Origins and one of the things a couple playtesters brought up is that the fact that everything starts at 0 or 1 except for Health is unintuitive.

My instinct is: "probably this is fine" because Currently everything moves left when you lose it and right when you gain it, but this feedback came umprompted from a few different sources so we'd love to get your esteemed feedback.

Thanks for the help and the read!

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u/TheDreadPieR4t — 2 days ago
▲ 96 r/BoardgameDesign+2 crossposts

Eat, Play, Love #2 - The art of letting the art go

[in case the images won’t load, check the article here]

Hey! Robert here, co-designer and art director of Bharat: Kings of Legend. As many of you were commenting about the art in the game, I thought you might find the backstory interesting. From finding an artist, to seeing him going AWOL on us mid-project, and ultimately finding the best artist for the project and have the time of my life seeing it all take shape. *Beware: long read ahead (with nice images though)*

Having no direction at all

So there we were in 2018: two passionate board game noobs trying to create an epic, mythological dudes-on-a-map game. We had nothing more than a wishlist of concepts to get across, a bunch of semi-relevant games that Shut Up & Sit Down got us excited to try and learn from, and an early prototype that resembled a perfectly boring corporate workshop that had shifted gears and turned into an impromptu illegal casino. Pastel-coloured Post-it notes, spreadsheets, coins, and dice were scattered everywhere, with the only design consistency being that every single surface was covered in Sharpie markings. But we'll get to prototype evolution in a future post...

​Finding the language

As I was working full time next to this project, it was a good time in my life to dive into the visual research in my own pace. Meaning exploring hundreds of visual art rabbit holes in micro doses, one at a time. As much as it had no visible results, this helped me immensely in building the visual language of the game brick by brick, being selective in my influences and landing on a few strong foundations that would help me make the game consistent with my limited experience in illustration. Pinterest was my best friend during these times.

I had a look just now: I have 1444 saved pins across 32 boards related to the game.

​The direction I settled on was that the art should reflect traditional block printing methods, colours coming together as if 3 layers have been printed on one another, combined with the everyday ornamental elements from different regions of India. Characters and objects naively mirroring several Indian folk art traditions. Every element should follow this common thread that would glue the different parts together nicely.

​The philosophy was that the game should feel like it could be played in ancient India as it is, aiding thematic immersion as we want players to identify with their roles as kings in that specific era and culture.

It's something that few games that I really like does very well. For example, Cole Wehrle's games apply this design philosophy, I remember in a video he mentioned that Kyle Ferrin called it deco-rationalism (or something like that).

Other important design element was about the layout. The game itself, just like yoga is about the balancing of the two dualities, the Sun and Moon, the masculine and feminine qualities, the external and the internal. Sun/Moon axis is present in most parts of the design layout as well. Not just the Sun and Moon cycles where we track our actions (external action on the Sun cycle, internal on the Moon cycle), but the layout of the main board and the player board also reflects the same dual principle.

​The next step was deciding what parts of the art scared me the most, and which of these were just terrifying and which were actually impossible for me to do. I decided even though the map is kinda terrifying, I can do it step-by-step. And that I'm totally unfit to take on the box art, the characters and the gods...especially the gods. Not like I couldn't force myself to do something that is kinda acceptable, but after the long research there was a blurry idea in my head about how each of these should feel like, I knew I couldn't deliver it if I had all the time in the world. So another research began.

The unbearable lightness of being an art director

At first, I thought I would find hundreds of artist who could fit the art direction the game took on. I couldn't be more wrong.

I had to realise that the subject of the art that need to be created, especially depicting gods, were just so outside the experience of most great artist I looked into. And that the only way to find an artist that could take up the work with the necessary confidence has to have experience in illustrating gods, antique environments, human characters while working in a style that is not far from the rather unusual general direction. This proved to be a massive filter.

So the cycle for looking for an artist looked something like this:

​After a few memorable rides on this rollercoaster I found a wonderful artist who is actually available and excited to take on the work: Antonio Reinhard Wisesa, from Indonesia. His work is so unique and mind blowing, a unique combination of Indonesian, Buddhist and Japanese aesthetics, glued together by an otherworldy feverdream-ish quality.

​The one that got away

We began working on the gods first, as it was the most sensitive part, if we nail their art the rest will fall into place. This wasn't easy, as you can see his art is so intricate and rich in tiny details, it took so much time and effort for him to finish the artwork. He wanted to do it the best he could, so even though the art for the gods will only be visible in a small format (15x10cm) and we originally wanted 12 gods, he was working on a massive scale. This produced some wonderful artwork, but took much more time than he or us could possibly afford. I imagine, due to this problem, he vanished from the project after finishing 2/3 of the god artwork. We couldn't reach him ever since and never knew what happened to him - If you are reading this Toni, hope you are alive and well, and thanks for the massive effort!

So we found ourselves with no artist, part of our artist budget spent on 8 finished gods artwork, but missing some fundamental gods, that had to be in the base game...Now what?

Along with the publishing team, we came to a decision that we will be able to use the four goddesses Toni had created, outside of the base game, but we all knew that the base game could not have the art made by two different artists, given Toni's art was so idiosyncratic. So we decided to have only 7 gods in the base game which even though some of them were already done, they needed to be redone completely by another artist, and we were still missing the art for the cover and the king characters.

​Our happy ending

So I instantly dived back into the artist finding loop, and after a few weeks and sleepless nights, I found Peter Diamond's art. I instantly fell in love with his work. A completely unique style heavily informed by art nouveau, mystical tales, psychedelia and the best graphic novels. His focus also fit the project perfectly: he could do gods, mystical stuff, antique environments, human characters - he just had it all.

​Turns out he's also a fan of Indian culture, he was excited to work together on Bharat.

He is a Canadian visual artist, based in Vienna, which was 2 hours train ride from where we based in Hungary. So Livi and I went and met him, lend him books, talk about the art, the challenges, the direction over coffee and breakfast. He struck as one of the most kind and professional artist I've ever met. His devotional attitude towards the Indian culture and his shared responsibility and sensibility to the fact that we're non-Indians attempting to capture something so important for so many people, instantly made him a third wheel in the team.

​Together, both of us at our peak of inspiration we dived into the work. Exchanging the longest emails about every detail of the art. Him sharing sketches, I'm sharing moodboards, and lot of visual inspiration Livi and I came across from our time in South India, especially in the ashram and the nearby villages. Cross checking his work with the stuff I was doing for the map and the graphic design, both of us making sure it will all somehow blend together nicely. The cover art was a project in itself, where he wanted to capture every aspect of the game in a composition that is built not only for instant attention but inviting deeper exploration - reflecting the dualism of sun-moon, masculine-feminine just like the rest of the game does, while introducing a vertical axis of storytelling too.

So it was an all-consuming creative collaboration, a sort of creative pilgrimage, where all the toll the journey took, the surrender that comes with it is what actually fuels the unmatched awe you feel by the time you reach the end.

So this is how the artwork came together. To me, it was an experience I never forget, and cherish along with all its challenges and hardships, and I'm glad that the game somehow carries this whole journey in itself.

​

u/Still_Revolution_628 — 3 days ago

Looking for game recommendations similar to simple memory card games for kids?

Can anyone recommend a game similar to concentration/ memory but with a twist? I'm designing a game that is a step up from a memory card game and I'm not aware of other similar games already out there

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u/ReporterRepulsive186 — 2 days ago

Heavy is the head that wears all the hats — What indie developing a board game looks like

https://preview.redd.it/x8lmbmrtdvah1.png?width=783&format=png&auto=webp&s=226216486d78962d3d77cbaefee8897804f5d4a7

I am tired.

For over a year I’ve been working endlessly at getting this game off the ground. And by endlessly, I mean working until 4–6am, weeks at a time. That’s what it means to start a publishing company, I guess. What do I do with all that time, you ask? Well . . . everything. But mostly art.

For our pixel-art deck-building game, F.O.T.O. Finish, I made a whopping 400 pieces of art. Let me break it down for you.

In the base game we have this many pieces of card art:

Starter Decks: 96
Ability Cards/Portraits/Icons: ~24
Advanced Cards/Stages: 46

Running total: 166

But wait! We decided to double the number of characters on release!

Running total: 344

And that’s just the cards! Add in all the stuff for the rulebook, play mats, and we’re way over 400.

Running total: ~400

But wait! That’s just the game itself. Throw in all the art needed for the website, social media, ads, convention materials, and a 300-frame trailer.

And we’re easily at over 1000 pieces.

Running total: >1000

So yes. I am tired. But that’s to be expected. Making a game is hard. Everybody will tell you that. It’s going to take all of your time and resources. More than it’s worth. On the low end at $100/piece, the game’s art cost would be close to $40,000. The true cost is probably close to double or triple that. It truly is a labour of love. This is the equivalent of spending tens of thousands of dollars for a single lottery ticket for the chance to make tens of thousands of dollars. And not to mention the time commitment. Thousands of hours (close to 5000) went into making this game and we’re just getting started. So it's more like a lottery ticket that you had to had to work thousands of hours in order to even get the chance of buying.

The natural question that follows is: why do it? I could have chosen to do almost anything else with my time and been compensated better for it (I could get 3x or 4x more working in publishing, which is already notoriously low paying). The answer (as corny as it is) is love. I love card games. Always have. 

Growing up, I loved playing card games. I got pretty good at them too. But I was never the guy who played the best deck. I couldn’t afford to. I was young, in school, and POOR. There was no way I could afford to pay hundreds or even thousands of dollars for what were essentially game pieces. That’s why we’re making our flagship game an Expandable Card Game. Everything you need to play is in the box. And the box will retail for ~$40USD. We’re not paywalling gameplay behind expansions/add-ons. Full single-player and multiplayer support comes with the base game. We’ll be offering free ways to play online and free print & plays. The game (and the company as a whole) is a love letter to the people who play these games, regardless of how much money you can put into the hobby.

Making the game was just the beginning. There’s also the graphic design, the website, travelling to conventions, writing, research, and designing—all the things that come with running a business with a physical product. And now we’re in the thick of it. Even with a successful Kickstarter campaign, we will just scrape by enough to keep going another year. We won’t be making millions of dollars; but, with enough support, we’ll be able to sustain another year of making games.

I truly believe that people can tell when love and genuine human effort went into making something. There’s so much noise that it’s hard to see at times. But we still get genuinely excited when we encounter projects that care. If you read this far, thanks for being here. This is part of a series of posts I'm making about the creation of our flagship game (link in my profile). If you aren’t already following us, please show your support. It honestly means the world to us!

For now, we’ll keep making games.

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u/SammyTeas — 3 days ago

Good non-random initiative mechanics for more than 2 players?

Coming up with the last mechanic before I start my rule book. Essentially an arena battler with some chesslike mechanics and some mini tactics. Game will allow more than 2 players in FFA or teams, mechanic needs to be nonrandom as there is no RNG in the base game and there will only be in the solo/coop.

I’ve found some mechanics I really like but they kind of fall apart with more than 2 players. I’ve seen initiative decks where each player has odd numbers 1-9 and the other has 2-10 and then they switch for example.

I’m really looking at it from a resource or counter perspective, but trying to find ways to avoid ties. My initial idea was have an initiative resource pool per character, spend more to have higher initiative (with a max of like 6 as an example) and then your place in the order from previous turns decides tiebreakers. First reason I don’t love it is you can still tie on initial bid. Second is that it allows for doubling up turns (throw for last initiative to save resources, then go last, and then on the next turn bid for first and you get it because you went last).

So I’m either looking for completely new ideas or want to hear how I can revise my system.

I’m thinking of maybe going first in order is higher up in tiebreakers (because it’s “been longer since you acted”) and the trade off is that eventually you have the least amount of “initiative resources” so if you’re going first or second a couple times in a row you’ll start being easily outbid.

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u/AuraJuice — 3 days ago