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Prototype Artwork?

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Sparticusser
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I have a question. I have developed a new family strategy game that requires extensive artwork. If I want to submit prototypes to to companies that are interested does the artwork need to be original or can you get by with giving them an idea of what it could look like by existing images or not licenced images? It seems counter productive to develop all the artwork and then find out nobody is interested in your game. Plus the artist i'm using is taking forever! Any advice?

Dralius
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I use clip art or things I

I use clip art or things I have drawn myself. (Note: I am only marginally talented)

I have a couple of published games and know several publishers personally, they don’t want finished art. Don’t spend money on art unless you are self publishing.

Sparticusser
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Prototype Artwork

Thanks! What about using random art you find on the internet. It obviously belongs to someone else, but you arent going sell it. Is that considered a prototyping sin?

JPugh
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If you plan on submitting to

If you plan on submitting to publishers, clip art or no art is fine. We're more interested in the game's mechanics, rules, theme and such. If it gets picked up, the publisher generally takes care of the artwork.

Jason Pugh, President
DarkLyght Games, LLC
www.DarkLyght.com

questccg
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My opinion

Dralius wrote:
I use clip art or things I have drawn myself. (Note: I am only marginally talented)

I have a couple of published games and know several publishers personally, they don’t want finished art. Don’t spend money on art unless you are self publishing.

Hmm... Strange. I feel the artwork is an integrated part of the product. Producing the artwork or having it made to correspond to your *vision* of the game is not to be forgotten.

Naturally what your product looks like could also impact how it is taken. Not having the artwork done is *one style* of how to design a game. I don't think that it is the universal. It you go to The Game Crafter you see a lot of game that have artwork done (Yes - this is self-published works).

But a friend who is going to be published soon gave me this advice: self-publish and get the word out. Sell the game if you can on TGC. The more popular it is, the easier it is to tell publishers about the product. During one con, he sold 40 boxes of his game! And now he is going to have his game published under another name!

If you self-publish, you can contact reviewers and send them samples of your product for review. That also can help in getting the word out about your game.

questccg
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Artwork is ALREADY underway

Sparticusser wrote:
Plus the artist i'm using is taking forever! Any advice?

Another possibility, since you are already producing the artwork, would be to have *samples* of what the finish product is going to look like: like packaging, some cards, manual, etc.

Those could be shown to the publishers and will give them a good idea what your product is going to look like. IT sort of sets up what you want your game to be like.

Although you cannot approach game reviewers until you have a finished product.

JPugh
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Only problem with that could

Only problem with that could be you spend a lot of money on art that does not get used because publishers tend to use their own artists/art for a project they will publish and the designer is potentially out a good bit of money.

Jason Pugh, President
DarkLyght Games, LLC
www.DarkLyght.com

questccg
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Dilemna

JPugh wrote:
Only problem with that could be you spend a lot of money on art that does not get used because publishers tend to use their own artists/art for a project they will publish and the designer is potentially out a good bit of money.

Well that could be a problem (using their own artists). I find that creating the artwork is part of the game's design. When I went to look for an artist for Quest Adventure Cards, I had no clue that I would be working with a former Marvel/DC Comics artist. The artwork we designed is pretty good: when I look at the cards, I can tell that they were designed well (http://www.questccg.com).

I since have had offers from other artists around the world wanting to work with our product. Hopefully we can negotiate something with one of them for our current product (http://www.oflegendsandlore.com).

BUT that is the difference between have a *game concept* (which can be good - interesting mechanics and game play) and an actual *game* (finished product with a professional look and game appeal).

Sparticusser
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Thanks

Thanks again for your comments.

questccg
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Last thoughts...

Sparticusser wrote:
Thanks again for your comments.

The most difficult part of making a game worthy of publishing is getting the word out about the game's existence. Saddly most of us do not have marketing budgets that allow you to spread the word around (TV, Billboards on Buses, Ads in subway cars, etc.)

So we can only do the next better thing: use the Internet. Using the Internet involves dealing with people who are used to getting/playtesting/reviewing professionally designed games (from like WOTC or FFG). Your indie game badly needs a good review (maybe a couple). You need to market your game on forums such as BGDF and Game Board Geek. You need to entice people to try your game. If you are working with a prototype without art, the odds are your reviews will be lower (naturally since the product is not what people are expecting: they want to see and play a finished product). And to be honest, I'm not sure people in that role actually play test unfinished games (like no artwork)...

The comments that I have heard from other game designers is that people are looking for a finished product, not a game idea. It is my understanding that finished product includes artwork.

Horatio252
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Don't Do It

If you are self-publishing/using kickstarter/using a POD service then you need to have your own ORIGINAL artwork.

If you are hoping to have a publisher publish your game, then any time or effort or money spent on art is wasted. The publisher will do their own art through their own channels. So for your game just grab some clip art, or do your own poor sketches and spend your energy on more playtesting. I recently asked an online group I am a part of about using copyrighted images in pitching a game, and I was told by two separate publishers (both recognizable names) that it does not matter as long as you do not claim you have the rights to the art. Publishers assume the art is just for show and will be changed.

I disagree with QuestCCG. While publishers are looking for a "complete" game and not a game idea, complete means a complete game system, with finalized rules and many hours of playtesting, it does not mean a finished product with ready to use art.

Best Wishes for your game, Sparticusser.

questccg
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I choose to disagree

Horatio252 wrote:
I disagree with QuestCCG. While publishers are looking for a "complete" game and not a game idea, complete means a complete game system, with finalized rules and many hours of playtesting, it does not mean a finished product with ready to use art.

Do you know of anybody who has pitched a game that was not completed (unfinished - no artwork)? More specifically do you know of anybody who has pitched such a game and been published?

Because I find it hard enough to get publishers interested in fully developed games (with art).

A friend who is getting published made his game (art and all), sold it on The Game Crafter (TGC), hosted a TGC Con for his game (and sold 40 games in a weekend) and is getting published by a local company. Here is the deal: they are going to rename the name! Proof that even if you have a finished product, publishers may want to put their own touch...

Dralius could probably attest to having tried to get Nitro Dice published by people around the world. His game finally got picked up - but he had a finished product. But yet again, he had to work with the publisher in refining his game a little.

Horatio252
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Here is a Quote

"Don’t make super-pretty prototypes. Publishers will suspect that you spent so much time and money on prototypes that you were unwilling to change the game as needed. Really, a super-pretty prototype is usually the mark of a “clueless noob.” " Lewis Pulsipher here: http://boardgamegeek.com/blogpost/13284/how-to-be-taken-seriously-by-pub...

I've read similar advice several times over the years from sources I trust: published designers and publishers. If your personal experience is different, then okay. I still feel confident that polished artwork is unnecessary and conveys a lack of knowledge about the industry.

Casamyr
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I've read the same advice

I've read the same advice about artwork and also talked to a publisher about art. Unless you are looking to publish yourself through whatever means, don't pay for your own artwork. The publisher, if they pick it up, will discard the art and use their own artists as it will be much cheaper for them to produce rather than having to spend large amounts of cash securing the rights to each piece of art.

they are after a game that has solid mechanics and is exciting to play. Art used with prototype should just give the publisher an idea of what the game could look like, not what it should look like. They have their own design teams to do that.

As has been mentioned, if you are looking to self produce, then you need your own artist and will have complete control over how the game with ultimately look. If, however, you are looking for a publisher, don't waste your money on paying for art. It won't get used, and ultimately, once you sign that contract, you will lose a lot of control over the design of the game. If you are still expecting to maintain a high level of creative control over the look of your game once you sign, then perhaps you have an unrealistic view of how the board game industry actually works.

Traz
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what Lew said...

The key to Lew's statement is two words - 'Pretty Prototype'. If you only plan to shop a prototype, don't waste a ton of money on the proto.

That being said - don't turn in crap, either. There are lots of ways to create decent looking prototypes that are completely functional without breaking the budget.

You can also create decent artwork without breaking the budget *OR* hiring an artist [which I have found never quite works out when it comes to game projects if you are working on a shoestring - if you got the money you can (sometimes) get the artist, if you don't, do it yourself].

Here are two simple remedies.

1> PHOTOSHOP ELEMENTS. This runs about $100 for the current version if you shop around. It's basically PHOTOSHOP LITE and will do basically everything you need look colorful and solid.

2> THE SCRIPTORIUM. Go to Dave Nalle's website and get the ART FONTS package. For about $70 you get over 40 different 'picture fonts' with awesome images that can easily be used for card images. I used this to select 150 icons for two versions of my ART DECO game. Can't go wrong there.

You combine the two [create font images in PE] and you can do lots of cool stuff - from decent prototypes to freakin' awesome looking games you can self publish - like me. ;-)

bendar
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Why pay for graphic software

I would add on to what Taz said (and it's good advice), but expand it a bit.

I have created all of the art for my game using Inkscape and GIMP (both free software). You can create decent artwork without the outlay for even limited commercial software.

Traz
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Go Bendar!

You didn't lie! If you can figure out how to download and use those items [I tried], then more power to you! I gave them a shot, but I'm computer challenged, so I stretched the budget for a few months and the software paid off in spades! Fonts and PHOTOSHOP ELEMENTS have made my games look professional and sweet.

I put in WAY too many hours doing it, but it pays off in the end once I have it finished.

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