Mixing Up the Game Design Formula: An Indie Art Studio’s Experience – Stonemaier Games

Mixing Up the Game Design Formula: An Indie Art Studio’s Experience

One of the greatest creative surprises I’ve experienced as a designer/publisher is letting art impact my game designs. While I recall it happening first with Scythe, I’m sure it also happened before then with Euphoria, and it has certainly happened after that with Charterstone and Tapestry. Watching the art unfold during the design process is incredibly inspiring.

So I was intrigued last week when I heard from Laurens Colson of Authocracy Studios about a project they’ve been working on (Paragons: Age of Champions) that was built from the art up. Laurens offered to share their perspective on today’s blog. Thanks Laurens!

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What is Authocracy Studios?

Having spent 3 years in the illustrated books world, we recently decided it was time to make public our tabletop card game passion project.

We’re Authocracy Studios, a small team of independent artists: illustrators, animators, composers, writers, and all-purpose creatives who want to empower creatives to follow their passion and make it their life’s work. We care about that so much that we’ve baked it into our name, ‘Authocracy: Rule of the Author’.

We’ve been fortunate enough to have some really positive early feedback on our game, and Jamey has been kind enough to offer his platform to let us share our experience with you. We’ve come into the game design world from a very different space which has resulted in a very exciting (if at times a bit bumpy) ride.

I’m Laurens, the American co-founder of Authocracy (along with two Brits and a South African), and this is the story of how our game ‘Paragons: Age of Champions’ came to be. It’s probably coming from a space that will seem very different from your own, but that’s okay!

We absolutely believe that there are many paths to doing this whole game designing business well. We’re just hoping to provide a little bit of a thought-provoking shakeup: a glimpse at how an art studio might think about these things, so that maybe if you’re stuck on some part of this process, our experience might be beneficial to you.

Where ‘Paragons: Age of Champions’ Came From 

Authocracy started as a company that produced what we called ‘highly illustrated fiction’, which is to say that we published books where every double-page spread of our fantasy and sci-fi books included some form of digital art.

But our creatives all have many hands in different ideas and projects. In my case, that was the dream of a game that felt like my favorite TCGs, like Magic and Hearthstone, but didn’t cost a fortune to play. I wanted it to have that same premium feel, that same sense of prestige and depth of strategy, without the price tag and without the monetization that leaned heavily on people’s gambling and/or addictive tendencies for revenue.

We’re all very close friends at the company, so the game idea eventually came up. The team loved it, so we brought in my friend and game co-designer Tim Kuhn, and it was all hands on deck (so to speak.) We immediately started the iteration phase, and the rest is history.

So, I can imagine that you might be thinking, “well, that’s great, but I don’t see how that’s very different from how anyone starts this process, just that you’ve got a bunch of people with skill sets already amenable to doing it well.” And that’s fair, but…

Our Best Resource Was Our Work As Storytellers

Killer game art is such a special thing. I think many of us at least intuitively can acknowledge that the difference between a great game and ‘one of the greats’ is the presentation. For me, Mysterium is a tabletop game that will always stand out as particularly exceptional on account of its art. But there’s a story there: you can’t just get a product like that by commissioning the right artists. It takes a village.

That’s what our team had that I think was special. We spent 1,000 days cultivating highly immersive worlds and character narratives that were curated to draw people into the experience and live it as if it were their own. That doesn’t necessarily apply to game mechanics, but when you’re dealing with hundreds of pieces of game art: it matters.

When we painted the Arcane Bombadier, we started with a whole batch of important questions:

  • This is a goblinoid alchemist who is a madman. What should he look like?
  • What do goblinoids look like in this setting? We’ll be publishing a book in it eventually, might as well get it right now!
  • How do we get across the tone of the world in the design of this character? It’s not quite cartoony, but very vibrant and not at all representational.

It took a while to ‘get it right’. That times 100+ unique card types and I’m sure you can imagine how complex it gets! The answer was for the creators (Tim and me) to work closely with our draft artist Ben to pinpoint the design principles for the setting, then for Ben to communicate them to the project artist Brandon through draft sketches that were very rough but highlighted (through line art, light, and color) the ‘essence’ of what needed to be captured for each card.

Okay, but Whats the Takeaway Here?

The fact of the matter is, most people aren’t in a position to be able to found their own art studio. So then what’s the value-added from this blog entry? Well, not everything we do requires that kind of expertise. Most of it doesn’t.

Instead of having to hire a draft artist, make a Pinterest account and start developing collections of visual elements for the artist you commission to reference for each asset they make for you. Now annotate them so that they know exactly what you like about them. Lots of professional studios do that, and it’s like a huge cheat sheet for the artist you’ve assigned to paint the thing.

Instead of developing whole books, maybe seek out a talented-but-undiscovered writer who can use your game mechanics as a prompt. Have them build up lore around each aspect of the game. In fact, hand that to your artist as well! There are so many gifted writers out there, and the bar for entry is so high in that field that most would leap at the opportunity to work on a project like this on your terms. And it’s your game, so you always get the final say. You’ve nothing to lose where that’s concerned.

And instead of thinking of it as a game for which you make assets, maybe think of it as a game that creates play in an imaginary space, and that the space in question may be every bit as important as the mechanics that engages it through that play. Immersion and interaction in perfect balance: that’s the way we came to view it.

But what do you think? I’ll be keeping an eye on the comment section to read and respond as best I am able.

If youre curious about the art and design of Paragons: Age of Champions, it’s now live on Kickstarter.

 

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Thanks again, Laurens! I’m curious to hear how other game designers have worked with artists during the creative process and if the art has impacted the mechanisms.

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5 Comments on “Mixing Up the Game Design Formula: An Indie Art Studio’s Experience

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  1. This is a great post. It sometimes seems like art and graphic design in games gets short shrift – or is treated as an afterthought. Obviously gameplay really is king – and if a game isn’t fun, you’re not likely to play it no matter how beautiful. But sometimes it feels to me that people don’t give enough props to the importance of a game’s look. I know Tapestry caught some flack when it came out for the building models – and I can understand how some people would have preferred to not pay for those – but it’s one of my favourite games and when I play it, I love seeing those buildings sitting there, waiting for me to (hopefully) claim many of them. And then I enjoy how I piece them together in my own city and my gaze returns to my board constantly, partly to strategize but to just enjoy the aesthetic representation of what I’ve built. I guess what I’m suggesting is the “look” of a game can have a strong affect on how much one enjoys a game; and sometimes we don’t pay enough conscious attention to that.

    As well, and like marketing many things, sometimes you only have a few split seconds to catch someone’s attention; and in our incredibly crowded board game market, that can be a massive advantage. We’re in a slightly similar boat to Laurens; we’re a studio of talented designers, animators and illustrators working on our first board game (Weirdwood Manor, fwiw). We invested a lot of time in that work and I know it will add value to our game. We just attended our first conference here in Canada showing off the game for the first time and the number of people who came over just because our art, design and components caught their eye was huge – and hopefully that advantage will continue at GenCon and future cons too – especially when you’re a smaller, unknown entity competing for eyeballs! I love how Laurens’ studio recognized and embraced that strength and made it one of the pillars of their design process.

    Great post – and lovely artwork on your game Laurens. Thanks for sharing!

    1. Thanks for your detailed comment, and I think it’s great that you’re building Weirdwood Manor from the art/world up. I’m also glad for the impact you mentioned of the landmarks in Tapestry.

    2. Coming from the other side as a consumer I pick games in a similar way to what Laurens describes: the first thing I look for is what I consider great art followed by theme and story. After those, it’s mechanics and gameplay. I look for an immersive quality in a game and the art is a major part of that for me even if the mechanics could easily apply to different themes like a lot of euro games. (There are some games I keep just for the art; for me they are similar to the “Art of …” books that one can find for movies, video games, and artists.)

      Consequently, I find the approach taken by the studio like Lauren’s and ssiguy’s quite appealing. Thank you all for a great article and comments.

    3. Ditto to what you and Steverb511 said. Potential customers see art first… and maybe they experience mechanics much later. Jamey, you’ve often commented on the need to invest in some compelling art for a KS to have any chance of funding well, correct?

      Price point is perhaps an even bigger factor in sales than art or mechanics. All those copies of Uno and Monopoly don’t sell because of great art or the “best” mechanics. You can’t invest so much in great art that you drive potential customers away.

      1. “Jamey, you’ve often commented on the need to invest in some compelling art for a KS to have any chance of funding well, correct?”

        That’s right! I understand that different creators have different art budgets, but having at least some concept art for the campaign is critical, in my opinion. Plus, it gives you a feel for how long the artist will take so you can schedule accordingly.

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