Creating a Game: Part II.

Man oh man has it been a while since my last post. A fair amount has happened in these past couple of months: I was up for a job, I played lots of board games and I've worked on some side projects.

Last you heard from me, I was working on a game about time travel. Well that game is on the back burner now, as I started investing a lot of time working on an entirely different game. In this game, players play as scouts from warring kingdoms on a planet soon to be destroyed. Their goal is to earn as many tickets as they can for the ship heading offworld before disaster strikes.

The board consists of a single tile in the center surrounded by six tiles placed on the board at random. Along the outside is the comet marker which tracks the progress of the comet as it moves every round.

During their turn, players move about the board, buy cards or money to add to their deck and play action cards from their hand. I've playtested it with some friends, and while it's quite fun to play, it still needs some work to make it fairhanded and even. It's been a blast to work on; designing games is something to which I'm entirely new, but am enjoying immensely.


Creating a Game: Part I.

Recently, I was hanging out with my friend and colleague Daniel Soucy and we were discussing the idea of doing a project together. There were no jobs we currently needed help with, so we decided to make a job for ourselves. In our discussion, we decided we wanted to design a board game.

So we sat down and started bouncing ideas off each other for what our board game would be about. Never ones to take the easy road, we decided on a time travel theme. The idea of mucking about in the timeline was pretty fun. Over the past few months, we've honed the structure of the game: you play a delivery boy making deliveries of ridiculous things around the timeline in order to pay off student debt. To do so, you must alter the Prosperity of those eras using what we call Influence cards. I'd go into a deeper explanation of the game mechanics, but it would just melt your brain.

I've made mockups of a number of cards. We still have a fair number of cards to make, but once they're done, we'll begin playtesting to see if the basic mechanics of the game work. Also created was a timeline mockup. Enjoy!

The game board showing the 12 different Eras.

Movies in three frames.

I've taken to this thing where you try to convey a film using only three frames (not my own invention). It's rather fun and an interesting experiment. You can find more movies and variations here. I hope you enjoy. Beware: spoilers abound.

The Godfather


Coloring practice with Americus.

This past December, I picked up a Wacom Bamboo drawing tablet. In practice for an upcoming project, I colored some art that I picked up at Stumptown Comics Fest. While there, I attended a talk on digital coloring, and was able to put some tips I learned into practice.
art is by the talented Jonathan Hill from the graphic novel Americus
buy it on Amazon and/or check out his blog
the final final version (which differs from the above gif a little)


Even more Movie Vectors.

I made even more, this time with a music meter.


The City Limit business cards.

I updated my business card. I'm thinking of sending it to the printer this week. Any thoughts? Should I have a backside or is the information unnecessarily redundant?



Movie Vectors: Science-fiction edition.

If you enjoyed my last set of movie vectors, here is a new set with a science-fiction theme. More to come at some point. I'm thinking of adding a music scale. Thoughts?


Colour palettes.


IDG Logo.

My friend Rachel asked if I would make a logo for her non-profit Insight Development Group. I said, "hell yeah." She said, "we want a tree. Can you do that?" I said "hell yeah!" I sent her this. She said, "hell yeah!"

for dark backgrounds
for black and white

Galactic Redux.

I made another poster for a Galactic show. I used the same basic look as the last one but with a different color scheme and with changes to the background and layout.