So you want to design a game,
board-game, card-game, RPG, anything with physical components like a
rulebook or something like that, really. And you can't draw for crap.
What do you do? In this little essay from my developer-diary of Star
Exodus I'll get to working around this particular problem.
Graphics give a game flavor, fleshen
out the theme. Now, there are people out there who can draw well and
I'm even friends with some of them but there are several problems
with getting them on board with something like my board-game. First
of all, most amateur-artists who are good are also very
self-critical. Sure they will put all sorts of crap on their
DeviantArt page but tell them it's for being published and they will
work and work and correct and brush up on a tiny bit of artwork
forever. If you want sixty different equipment-cards for your game
illustrated, this is not an option, even if they do have the time to
work that much on something that isn't even their project for free.
So I must do my artwork myself. Crude
artworks have for a long time been a staple for self-published
products. Just look at early DnD... Luckily, we live
in the 21st century and have more technical tools to help
with that. The tools used in this description are all free software.
Now the method I'm about to describe
won't work equally well for all types of artwork. Beyond stylized
stick-figures, it's not really good for creating anything organic,
such as animals, monsters or people. If you want to, say, illustrated
a game set in a medieval setting with this, you'll have to content
yourself with villages or cities looked at from high above or swords
and bags of grain seen from up close but you will lack people,
cattle, faces. I'm not pretending that what I'm doing is much more
than what the crew of early DnD did. I just say that it's easy to do
and the results are quite okay-looking.
So, first of all, as those who have
read the previous entry in this series know, this is a space-themed
game. So The things that need to be drawn for the artwork are the
following components: The game board, a very important component
which needs a space-like background with nice-looking cosmic
phenomena implying grand adventure and fields for the play-pieces to
move on. Planet-tokens, the aforementioned GameCrafter offers
printing out stickers that can be stuck to wooden chips – it needs
a graphic of a planet that is distinct-looking and recognizable.
Event-cards – I had decided early on to make space-ship-scenery for
these but scrapped the idea as it was too much work and would be
obscured by the text on the card anyways so this is an easy one.
Equipment-cards – a lot of spaceship-components needed to be drawn
for this one. The game cover – I decided to go for an explosion in
the center, half a dozen different-looking space-ships flying away
from it towards the observer surrounding it and then the title of the
game written across it all.
So, how do you make spaceship-parts and
entire spaceships as graphics when you can't draw? You render them. I
got myself Google SketchUp, which is an incredibly easy tool for
making 3D-graphics. Basically you drag boxes and draw lines until you
have what you want. It doesn't need a lot of practice (the graphics
for Office Fleets were done within about two hours). Once you have
made a graphic you like – it may take a while at first but you'll
get faster, you can export it as a 2D-image from any angle you like. Make sure you export it into a loss-free compressed format such as PNG - you don't want to have compression artifacts messing up your picture later. Be it a laser cannon, a battle cruiser or, in a different setting, a
sword or a serene medieval village protected by a castle, you now
have a graphic that looks like something from a late 1990s video
game.
Now with Office Fleets, that is
basically, where I stopped. But with Star Exodus, something that is
supposed to get printed out and actually paid for, this just doesn't
cut it yet. Also, the graphics resulting from a Google SketchUp
2D-export are anything but flawless. But you can get around that with
a good image-editor. A lot of people will have Photoshop but I don't
so I have Gimp, which you can get for free. Now every graphic I have
made for the game, planets and parts of the game-board drawn in MS
Paint, Starships and their components rendered in SketchUp, I run
through a light blur-filter first. This makes the graphics look less
edgy and smooths out any irregularities or errors that may have come
up somewhere in the creation-process. Then, as this is going to be a
board-game and I want it to look nice, I run it through another
filter, which Gimp calls oil-painting. And look like hand-painted in
oil-colors it does.
Then you put together your graphics
with Paint or Gimp or however you like and you're done. Voilá –
semi-professional looking artwork on your game. Below are some
graphics that are going to end up in the final version of my
board-game, just so you can see what kind of results an amateur can expect with this method of creating artwork. I'm sure you can actually do much better if you know what you're doing with the programs involved.
Mentioned software is, of course, © of
their respective owners. The graphics are © by myself.
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