The Amazing Print-And-Play Builds of Martin Gonzalvez
Martin runs the awesome little “Print and Play Hideaway” group on Facebook and is, as far as I can tell, the king of table presence when it comes to PNP’s.
Martin runs the awesome little “Print and Play Hideaway” group on Facebook and is, as far as I can tell, the king of table presence when it comes to PNP’s.
Some games feature cute creatures. Shamelessly cute creatures. Creatures so cute that you have to grab the box when browsing your friendly local game store.
Packaging makes a game’s first impression. Because most games come in cardboard boxes, more lavish packaging can make an impression. A quick tour of examples…
In graphic design, a “motif” communicates a feeling without drawing conscious attention. Yet such motifs contribute to thematic presence, amplifying immersiveness.
Big in every way. Big table presence. Big wallet presence. Big wall presence (huh?) Big cognitive presence. Big player presence. Let’s go for a ride on 18OE!
Dear designers, consider this easy way to grab attention: don’t mindlessly emulate the Monopoly layout, with a board and a few rows of other components nearby.
I observe that publishers rarely invest much in art for objective cards, and I see a few justifications for this choice. There are, of course, exceptions.
Get those players laughing. How? Push the boundaries. Which boundaries? How far? In what directions? Munchkin illustrates a few angles to approach the issue.
An Age Contrived illustrates the journey of a tabletop game’s primary box illustration, including some challenges along the way.
Will the game industry will replace human artists with AI artists? I put my computer scientist cap on to explore where humans have a competitive advantage.