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How-To Publish Games, The Tasty Minstrel Way

Tasty Minstrel Games was started in early 2009 with initial releases (Homesteaders and Terra Prime) coming out in January 2010. Despite many problems to overcome, TMG quickly grew in popularity. This blog is meant to make some of TMG's business practices open source.
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3 Types of Artists - The Illustrator, The Designer, and The Brander

Michael Mindes
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Preface

When I started Tasty Minstrel Games, I figured that you just hire somebody to handle the artwork and they take care of it. Talk about naive. There is one important rule that you must live by when contracting for artwork:

Only hire artists that are serious gamers themselves!

Duh, of course. There are plenty to choose from, and they need to have a deep understanding of useful symbols, common methodology, and gamer standards.

Artwork is Artwork, or is it?

If you are not an artist yourself or have not worked closely with artists before, then you might think like I did that anybody you hire will do a great job with creating images, laying things out, creating symbols, and branding the whole project. Not so! It is rare that any one artist will be able to handle all of these aspects to a premier level.

If you want your artwork to compare to the top publishers, then you will need to hire the rare master of all traits, or you need to hire each person for their specialty. Now, lets get into it:

The Illustrator

This is the person that is in charge of creating the artwork that everybody looks at. The mountain scenes, the hotties with notoriously large tracks of land, and the fierce creatures. This is the art that people ooh and ahh over. Here is a secret I have learned...

Artists that excel in this area are the most common. The reason is simple, every artist begins in their youth with scribbling crayons. They move on to drawing and painting, and perfect those skills.

Also, while some art is clearly bad and some is clearly good, the area of illustration is highly subjective. I personally like crisp and detailed images which are high in contrast. I also like purposefully avoided detail, much like the blocky images often associated with WWII. I also like the work of impressionists, but I think that would not work well for most games...

The bottom line here is that if your games is image heavy like Eminent Domain, then you will want a consistent style. This is achieved by having a handful of artists create the majority of this artwork.

The Graphic Designer

Next on the scale of rarity comes the graphic designer. A good graphic designer will understand the science and psychology behind layout, proportions, symbols, and typography. A great graphic designer is the difference in having a game with difficult symbology and a game that flows instinctively.

51st State is a great example of graphic design that almost made it for me. The game had much going for it, I love the theme, the illustration is fantastic, the game play is interesting. The problem is that I mad difficulty understanding it. I found myself trying to interpret the symbols instead of thinking about the game!

I don't know about you, but I play games for the interesting decisions, not for my interest in deciphering artificial symbolic languages! There were too many symbols that had too similar meanings which looked too much alike. On top of that, the rules failed to explain the differences very well.

With more intuitive graphic design that game might have been fantastic.

Unlike with illustration, quality graphic design is quantitatively measurable. There is a science to the legibility of typography, if your rules are hard to read and process, then don't get too hopeful on the success of the game. Dark on light is easier to read than light on dark.

Their is a science to how much information you can fit on a page and have it look right. There is a science to what draws attention and how to make sure things are seen.

To me it seems like magic. However, these magicians know what they are doing.

The Brander

The rarest of all is The Brander! If a great graphic designer seems like a magician, then The Brander is a level 20 wizard (old school D&D where you maxed out at level 20). This person is likely able to create fantastic illustrations and will certainly be great at graphic design.

On top of this, they are probably very skilled in the area of computer assisted art creation. AKA, they are Photoshop ninjas. The reason for this is simple, they can test multiple permutations of layout, color, typography, and visual effects quickly. Searching for the most effective combination thereof.

I could go on and on about the importance of a brander. Instead, I would just like you to think about the Nike Swoosh. That swoosh has allowed for shoe and sports equipment empire.

It is elegant. It is simple. It is instantly recognizable. The visual nature conveys the benefit of buying the shoes. You don't buy Nike shoes because you need basketball shoes. You buy Nike because you want to be faster and more athletic. HELLO SWOOSH!

Today, we can look at the swoosh and say, wow, they is a great and obvious brand image. Unskilled artists can easily draw that! However it took one of the rarest and most skilled artists on the planet to create it.

Conclusion

Be aware of the different types of artists that exist. Hire specialists in each area for large projects or hire a master of all to handle everything. Just be careful of how everything comes together. You don't want to have a beautiful looking game that people don't understand because the text is illegible and the symbology confusing.
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Subscribe sub options Mon Aug 8, 2011 2:00 pm
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Scott Everts
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Good article and I agree you want someone that is a boardgaming fan to do your graphic design. Illustrations maybe not so important depending on the game. But what I've found is its hard to find illustrators that are also big boardgamers. I've got tons of great artists were I work but none of them are boardgamers. I've tried to work with a few but they don't really get it. So it usually requires a lot of careful handholding to get what you want.

Recently I was lucky to work with Nick Hayes on a graphic redesign of Chitin: I and that was a fun project. He did all the counter illustrations and being a boardgamer knew exactly what I needed for a counter image. If you are illustrating cards then you can make a really pretty picture and it will be big enough to see all the detail (within reason). Counters at 3/4" is an entirely different matter and there's where you need someone that understands how to make something work at a really small size. So for illustrators I think it depends on what you want and what size its going to be. Also, having your graphic designer and illustrator(s) talk is very important. If you need a row of icons on the edge and your illustrator puts all the cool stuff there, then that can be a problem!

I love reading your blog, its full of great info. I really appreciate your sharing your insights on all the lessons you've learned running your company.
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  • Posted Mon Aug 8, 2011 6:41 pm
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Janne
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Quote:
This is the person that is in charge of creating the artwork that everybody looks at. ... the hotties with notoriously large racks ... This is the art that people ooh and ahh over.


This is how I first read it, and nodded in agreement.
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  • Posted Mon Aug 8, 2011 10:15 pm
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Davido
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How you describe graphic designers, is actually to me more of a subset of Technical Writing/Technical Communication.

I agree that they should be boardgame savvy, but along with the standard game/design forums, you might tech out your local Society for Technical Communication, particularly for those designers that have done illustrations for multi-lingual instructions/pamphlets.
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  • Posted Mon Aug 8, 2011 10:32 pm
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Filipe Cunha
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davido wrote:
How you describe graphic designers, is actually to me more of a subset of Technical Writing/Technical Communication.

I agree that they should be boardgame savvy, but along with the standard game/design forums, you might tech out your local Society for Technical Communication, particularly for those designers that have done illustrations for multi-lingual instructions/pamphlets.

Actually, Michael got it right on spot. What he described as a graphic designer is exactly what we excel at. Most usually stand between the Graphic Designer level and the "Brander" level he described, but it is imperative that a Graphic Designer knows how to make layouts, symbols and typography work and their purpose in the game's context.
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  • Posted Tue Aug 9, 2011 12:45 am
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Michael Mindes
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I reread through my preface and see that it possibly reads that you really NEED somebody to handle all aspects if you publish a game.

Not so.

Just don't expect it to compare visually to a Fantasy Flight production.
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  • Posted Tue Aug 9, 2011 1:24 am
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Scott Everts
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DrMayhem wrote:
I reread through my preface and see that it possibly reads that you really NEED somebody to handle all aspects if you publish a game.

Not so.

Just don't expect it to compare visually to a Fantasy Flight production.

I think one thing FFG has over most publishers is a large in-house staff of graphic designers. They all are extremely talented (and well trained) and know what needs to be done for a game presentation. It's hard to match something like this when most graphic designers do boardgames as a hobby (like me!)
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  • Posted Tue Aug 9, 2011 1:37 am
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Tom Gurganus
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Thanks Michael. This was a nice article.
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  • Posted Tue Aug 9, 2011 2:26 am
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I totally agree with this post. I'm trying to design a game and do all the graphic work/icons/layout as well.

To some degree it's been really helpful because the graphic design or limitations on card space actually drives changes to the game design itself.

...Also it can be a total nightmare because the graphic design or limitations on card space actually drives changes to the game design itself!
 
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  • Posted Tue Aug 9, 2011 2:32 am
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Dion Baxter
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Could someone link this to the Glory to Rome thread. devil

Great article! thumbsup
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  • Posted Tue Aug 9, 2011 9:02 am
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Michael Mindes
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atrox7 wrote:
I totally agree with this post. I'm trying to design a game and do all the graphic work/icons/layout as well.

To some degree it's been really helpful because the graphic design or limitations on card space actually drives changes to the game design itself.

...Also it can be a total nightmare because the graphic design or limitations on card space actually drives changes to the game design itself!


It also helps to have people working on the game design/development that have either graphic design skills or the visual capability to understand how something should be presented (even if they lack the skills to make it look good).

It helps, because they already have an understanding of what might be too much information, what should be symbolized, what should be text, and so forth.
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  • Posted Tue Aug 9, 2011 2:07 pm
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Luke Heinz
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Fantastic post, this is already on e of my favorite blogs on BGG. Thank you for contributing to the community with these kind of posts!
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  • Posted Tue Aug 9, 2011 3:45 pm
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Michael Mindes
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LukeHeinz57 wrote:
Fantastic post, this is already on e of my favorite blogs on BGG. Thank you for contributing to the community with these kind of posts!


So you know, I fully expect this to be a once a week posting blog on Monday mornings. Please subscribe to the blog via BGG subscription OR RSS feed so you don't miss anything!
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  • Posted Tue Aug 9, 2011 4:44 pm
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Interesting article, but I'm not sure I agree with some of the differentiations between the types of designers you've mentioned.

I've been a graphic designer and illustrator for the past twelve years, and I've never before heard of someone referred to as a Brander. There are designers who work primarily on branding (corporate identity), but the full extent of these skills is rarely, if ever, brought to bear on a board game.

Branding is the process of defining a company image through an identity (comprised of a logo, corporate colours, supplementary branding elements, imagery guidelines etc.) and ensuring that style guides are set in place for the correct and consistent use of that brand across a wide variety of media (brochures, adverts, signage, website etc.). The bigger the brand, the more extensive the branding documentation and style guides.

The extent to which branding is used in board games only goes as far as a logo and a style of typography (although the standard of typography in board games as a whole is atrocious), and these are elements that any graphic designer worth their salt should be able to produce.

A good graphic designer needs to be an expert in Photoshop, as well as other applications used (Illustrator typically for logos), have a firm grasp of typography, colour, composition and be a creative and innovative thinker. Without any of these skills a graphic designer can't produce good work, and is more akin to a Mac Operator, or artworker (that's what we call them in Australia, not sure about the rest of the world).

A Mac Operator is exactly that, someone who knows how to use the software and can produce a file suitable for printing. They don't however possess the training in creativity or the finer points of graphic design theory, meaning that their work often lacks a sense of aesthetic refinement and finesse.

There is absolutely nothing (besides illustration in most cases) that a board game requires that should not be well within the capabilities of a good graphic designer.

Regarding a graphic designer preferably being a gamer, it's only true in the sense that the designer might put extra care into the job for the love of contributing to their hobby. However, part of any designer's job is to research the requirements of the end design, understand them and then tailor the solution to meet (or exceed) the expectations. So if you hire a designer and they don't make themselves fully aware of the mechanics of your game by playing it, that's a pretty good indication that they're not going to deliver the best result (particularly in the case of components such as cards that are actually used during play).

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  • Posted Fri Aug 12, 2011 5:16 pm
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Andy Andersen
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I really admire game designers and creative artists. As someone who can't draw a straight line without a ruler, I applaud them. My wife is an artist and I marvel at her talent every day. Thanks for the blog.thumbsup
 
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  • Edited Fri Aug 12, 2011 11:42 pm
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Jeff Warrender
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Good article, Michael. Two questions for you:

Is it standard industry practice (or standard TMG practice, anyway) to hire an art director and have him/her hire illustrators and source the artwork for a game? I believe you said you took this approach for Eminent Domain, and from what I've seen, the result was great -- the pieces by the different illustrators all provide a similar visual feel. In contrast, a game that did this horribly was Fury of Dracula; all the art is good but it doesn't fit together at all.

Have you ever considered crowd-sourcing piece art (eg through Crowdspring or some such service), or hiring an illustrator perhaps using a crowd-sourcing approach as a preview? (Not sure how that would work exactly; eg maybe you need ten pieces, so you crowd source one with an implied commitment to hire that artist for the remaining nine, or whatever)?
 
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  • Posted Sat Aug 20, 2011 3:48 pm
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Michael Mindes
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jwarrend wrote:
Good article, Michael. Two questions for you:

Is it standard industry practice (or standard TMG practice, anyway) to hire an art director and have him/her hire illustrators and source the artwork for a game? I believe you said you took this approach for Eminent Domain, and from what I've seen, the result was great -- the pieces by the different illustrators all provide a similar visual feel. In contrast, a game that did this horribly was Fury of Dracula; all the art is good but it doesn't fit together at all.

Have you ever considered crowd-sourcing piece art (eg through Crowdspring or some such service), or hiring an illustrator perhaps using a crowd-sourcing approach as a preview? (Not sure how that would work exactly; eg maybe you need ten pieces, so you crowd source one with an implied commitment to hire that artist for the remaining nine, or whatever)?


For Eminent Domain, we had I think artists total on the project. 1 Overall art direct and branding master (Gavan Brown), and 5 illustrators (maybe this was 6, I left this mostly up to Seth/Gavan)

Seth directed exactly what he wanted in each illustration based on the game play, and then Gavan did the layout of the framework for the cards and such.

Ultimately, I believe it will be best if there is ONE artist who is responsible for all aspects of the game's artistic design. That might mean that they even have veto authority over a bad illustration that might crop up. However, we now employ a method similar to used in comic books to help avoid such problems:

1. We get a rough sketch of the illustration based on the description given. After any proposed changes.
2. We get a final sketch. If approved, proceed to 3. If something needs to be fixed, then we request the fix.
3. We get an "inked" version of the final sketch. This almost always gets approved, but occasionally, a lighting problem could crop up.
4. We get a colored draft, make comments.
5. We get the final full color draft.

It has worked really well for us, and I think it works well for the artists since they can adjust their work as we progress. The end result, I believe is that we get excellent results in less time and less cost.
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  • Posted Sat Aug 20, 2011 11:34 pm
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A Mac Operator is exactly that, someone who knows how to use the software and can produce a file suitable for printing. They don't however possess the training in creativity or the finer points of graphic design theory, meaning that their work often lacks a sense of aesthetic refinement and finesse.



good reply Ian.
In the U.S. we call them production artists.
I never heard of brander either. We call them art directors or creative directors.
I work with a lot of ad agencies and the top is creative director who oversees all the work the company puts out through the art directors. He maintains consistency in branding and approves concepts.
A.D.s are the ones who design and come up with swooshes. then they either finish the job themselves or hand it off to a production department who do all the prepress. I tend to work a lot of production artist jobs. Helping them put out fires and catch up.
Production artists are the real photoshop wizards. A lot of creatives quarkshop or piece together files just to show you what they want and leave it to the production grunts to make it real. I have gotten taped up mocks before, some "branders" barely know how to turn a computer on! It really depends on the place tho.
Everyone's view is different. For Mike it's this, for someone else it's completely different. Just saying don't right us off until you find out what we can do.
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  • Edited Mon Aug 22, 2011 2:06 pm
  • Posted Mon Aug 22, 2011 2:04 pm
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I'm a graphic designer, an illustrator, and also a game designer

I've worked on various games, both for novice game designers and for self-publishers and also for publishers.

With my skills I could follow the creation of a game from the box to the boards, cards, iconization of the game elements, and also the marketing materials.
Since I'm also a gamer and game-designer, I can suggest ideas for streamlining the game in a visual way (you know, when a game has a good visual design, it feels simpler to play).

I too often see a discrepancy from illustrations and graphic design of a game: you know, there is one illustrator who makes the "illustrations" for the game, but then a newbie graphic designer, who maybe is even not a real graphic but just someone who "knows how to use photoshop", takes the cover and the board in hand and makes them a mess, full of bad icons (icons which are not readily recognized by players), ugly photoshop styles, and so on.

For me, I prefer to work on a game from the start to the finish. I had to work togheter with other people, and if you work with competent people you save time and can get a good synergy, but too often you work with incompetent people and finish to waste a lot more time ("send me the entire board because I want to add some icons I've made" / "can't you send ME the icons and I place them on the board?" / "No, please, send the 600MB board..." -__-).

It all depends on the skills you have and expecially the ones you are willing to LEARN.
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  • Posted Wed Oct 12, 2011 12:40 pm
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