Below can be found final or near final art for this project. Since last posting, I’ve widened the gold river inlays for more pronouncation. Additionally, the starting temple icons were reduced to a more appropriate scale – they were too large. This was purely an aesthetic concern of mine.
I reduced all the tile chit sizes to what they need to be to properly fit within the board grid. Now, they fit comfortably within each grid square. The farmer icon was simplified to one livestock rather than three. It is now easier to spot and better looking. The king sword icon was also reduced in size just a little for a better look.
Overall, I’m very pleased. I seek out opportunities, when possible in my investigations, for fresher approaches to problems. Game titles are brands as much so as the publishers. Gameboards are ambassadors as much so as the covers. One thing we all hate in games is the yet another – those games that feel as if we have played them before in another form. As ambassadors, boards carry with them some of the weight of expectation. A unique looking board can be an attractor, whether in online reports or on the gaming table. Gameboard art serves many functions – which I will be writing about very shortly. As an ambassidor and visual representative of a brand, design decisions go beyond what helps play and what looks good to how the brand can stand out amongst the many. It concerns itself with how it can stand out both in the moment and in our memories for the next play and opportunity for another gamer to see.