It’s time to talk about card game artwork.
Since Great Scott! is our first game, we wanted to reduce costs as much as possible without ending up with something that looked too plain. Of the ~150 cards in the game, 60 of them really need to have illustrations, while the others are more suited to tastefully laid out text, icons, and ornaments. Continue reading Developing Great Scott! – Part 3
The Sinister Fish board game development team gets together twice a week, more or less. What actually happens is my friends come to my house & we goof around in my kitchen with bits of cardboard. It’s fun, and you should try it. In the meantime we talk over Facebook messenger about new ideas we’ve had for the game, and these get collated & written up into an ever-evolving rules document. The image above was taken during a playtest of the v0.3 rules, with our first set of printed cards. I’m not saying index cards don’t have their place in game design, but damn it feels good to see everything in Helvetica instead of handwriting 😉 Continue reading Developing Great Scott! – Part 2
Board games are like novels: loads of people have an idea for one, but not many of us take the plunge & actually create something.
An idea on its own isn’t very useful – it’s stuck in your brain, and it needs to come out! If you don’t write, you’re not a novelist, and if you don’t prototype your game, you’re not a games designer. At least that’s what games designers will tell you, and that’s what they told us.
It turns out that those games designers were absolutely right: if you ever hope to become an actual board game designer, you absolutely must build an actual board game prototype, and fast! Continue reading Developing Great Scott! – Part 1