Showing posts with label layout. Show all posts
Showing posts with label layout. Show all posts

Monday, November 26

Changing Form Factor

In the early stages of making cards for a game I do the art on A3 sheets of paper, with the cards in a 5 x 5 grid. I've got a blank document ready in Adobe InDesign which already has all the document guides to line things up to and the cutting guides ready prepared on a separate layer.


Having the document with A3 print size is convenient for printing, and works fine at the beginning when the card count and mix is changing regularly, but once things start to settle down it is good to move to a new format.


For Carpe Astra and Sumeria I got the printing done by LudoFact one of Germany's big games printers. They want to receive the cards as a print quality PDF or PostScript file, with one card per page, each page the size of the cards themselves. So I had to make a document where the page size was 56mm x 87mm (a standard card size, apparently). This is actually pretty convenient for doing the rulebook too, as it's easy to place a page of another InDesign document as a graphic in a document, so I could place page 40 of the cards document to get a particular card for illustrating an example.


A single card as a document page

Switching to the smaller form factor too early makes thing awkward as you now have two documents to update before printing: Make the changes to the single cards document and then go to the A3 print document, update the links and delete pages and re-add them to make the changes to the card counts. But once the card balance is steady it's not bad at all. All you need to do is open the A3 print document, update the links to the modified single card-per-page document and then click print. In fact, in some ways it makes things slightly easier, as while working in the A3 print document I keep the cutting guides layer hidden so that I don't accidentally drag some of the cutting guides around with the card art. On at least two occasions I've forgotten to show the cutting guides again before printing, which means I need to either mark the guides on with pencil (a real arse when there's 36 of them per page and 14 pages) or print it again and waste loads of card. Having them separate means that I'll no longer be doing anything in the A3 document, so I can leave them permanently enabled.


Of course, seeing as I'm moving things around, I'm taking this chance to tweak a few of the cards again and do a little bit more layout/pictography improvement too. Barely a week goes by without me making some small changes to the game. Fortunately, I'm not thinking of backing out the bigger changes between my current version and the previous one - just improving the balance of some of the weaker sets of cards.


The next step after changing the size of the document and getting the print document to link to the new one is to do a proper rulebook. Initially the rulebook was just a set of notes for me. The current rulebook is a complete description of the (previous version of the) game (but without examples or any illustrations/clarification). I need to update the rulebook to the new rules and get it into a finished enough state that people can learn the game blind from it. Then I hope to send it to a couple of my previous gaming groups (which obviously requires making a couple of extra copies) and possibly to some of my far-flung Reiver Games playtesters (or I might wait for that until I've incorporated feedback from my ex-gaming chums).


The other advantage of the single-card per page version is that it allows me to set up an A4 print document that's easy to keep in sync as things change so that I can provide print-and-play copies to selected others (seeing as most people don't have an A3 printer).

Monday, April 20

The Saga of the Box Design

When you get your copy of Sumeria (you are all going to buy one, aren't you?), take a minute to look at the back of the box, and consider briefly just how much of a bitch it was for me to do.

The saga begins on Friday with me (your sheepskin-clad, over-muscled hero - though I like to think with slightly more intelligence than your standard-issue barbarian hero) trying to get the box and rules artwork to the printers in Germany by the end of the day. I decided fairly early on that I wouldn't have time on Friday to get the box tray art done, so I checked that the box art could wait until Monday without delaying things too much. With that out of the way my plan was to finish the rest of the art, get it FTP-ed to the printers and then go to a local print shop to get a printout of the board done. I had two print-outs of the board with me, my home-made quad folded board with the final artwork but a bunch of printing errors from my printer and the colour-correct proof from the German manufacturers which they had folded in quarters to fit in an envelope - so I couldn't use either of those.

The trials began sending the rest of the artwork to the printers. My computer decided to inexplicably go very slow on-and-off during the afternoon (at one point it took half an hour to shutdown) so by the time I finally got everything sent off it was 4:30pm. Running a bit late. I thought I'd better check what time the print shop shut and they shut at 4:45pm. Damn, I'd missed them and would have to go Saturday morning.

Saturday morning, with visiting parents in tow, I went to the print shop and got the print out of the board done. We spent the rest of the day hanging out with my folks, and the next morning I got Dad to help me with setting up a photo of the game. When it came to make the mock-up board for the photo I realised the print shop had somehow managed to print it out 80% of the correct size, so it would no longer fit with all the other components. Grrrr. Still, I got Dad to help me set up the home-made board, and show me how to get a good photo of it. We could do the layout and tweaking with the photo of the home-made board and I could get a correct print out on Monday and drop that in instead. We took the photos, picked one, did the layout and then in the evening I did the associated stuff (barcodes, logos, descriptive text, etc.). I then got Michael (thanks!) to do a German translation of the box text and in the meantime I went back to the print shop, got a correct size print-out, came home, glued it onto some board (I just made a full-size open board, rather than faff around making a quad folding board that I can't do tidily) set the picture back up, took some more photos stripped out the background in the photos and added the new photo to the box.

Getting it done was far more complicated than it needed to be, but I'm very pleased with the end result:

Friday, April 17

You Know You've Been Neglecting Your Blog When...

You get emails asking if you've died.

I've been busy. And not busy. Last weekend The Wife and I went to Newcastle for a couple of days break. It was great, we got to hang out with our friends up there and just chill out for a couple of days. On our return we've been busy sorting out stuff for the house we're buying and I had to make an unscheduled trip to York.

Wednesday I had to go to York to collect the white sample of Sumeria which had been sent to my old address (I'd forgotten to inform the German manufacturers that I'd moved house). The white sample is a box, insert, punchboards and gameboard all covered with the correct paper. The punchboards aren't punched and there's no printing done, but it gives you an example of the size, weight and finish of things. Sumeria will be in the same size box as Carpe Astra and the board and tiles will be on the same 2mm thick, linen-finished card as the Carpe Astra pieces. I was really impressed by how professional Carpe Astra felt - the Germans really do a great job.

To make the trip up to York worth the effort, (there's six hours driving involved) I spent the night at Paul's, got to hang out with him and Lisa, play some prototypes and then the next morning I popped in to Travelling Man (the comics and games shop in York) and went to their Leeds head office. I used the trip as a sales trip - introducing Carpe Astra (which neither store had picked up yet) and Sumeria and enquiring how It's Alive! was doing. In the York branch, It's Alive! is apparently a regular seller - they always re-order it if it's sold out and it sells out fairly often. Since moving from selling copies personally at conventions and through my website to selling to distributors I've no idea how well things are doing - so it was nice to get some positive feedback from the shop floor. It was also good to be able to tell them that Carpe Astra had spent most of the last two weeks at the top of the BoardGameGeek Hot Games list.

On my return an email from Ted informed me that Carpe Astra has been added to Bruno Faidutti's Ideal Game Library and got an honourable mention in Mike Siggin's Sumo Awards. Two more pieces of information that would have been good to be able to mention had I known about them one day earlier! Still, I'm planning to do some more sales trips early next week and I'll be able to use that information then.

Things are now very busy - I've got to send the box art and the rules for Sumeria to the printers today (though I'm not going to be able to send them all today - the box bottom will have to wait until Monday :-( ) and my parents are coming to stay for the weekend this evening - so I've some preparation to do for their visit too. My dad used to be an art teacher, so I'll be able to rope him into helping with the box bottom design and the photo of the game over the next couple of days.

Monday, March 16

Action Stations! Action Stations!

Set condition one throughout the fleet!

Sorry for the lack of blogging in the last couple of weeks, I've been exceptionally busy. On the home front, we're buying a new house down South and I've been in discussions with my doctors about changing my MS treatment.

On the work front, I've been very busy with Sumeria and some playtesting. After complaining last week that I was suffering from a lack of playtesters down South I finally got around to asking some of my new gaming buddies if they'd be interested in doing some playtesting for me, and they are :-) Even better news is that a couple of them a free during the day on a Tuesday so I can get some playtesting done in 'work time' rather than giving up another evening during the week - time when I can hang out with The Wife. Unfortunately, this Tuesday is a no-go since I have to go into hospital for the MRI test I was promised a couple of weeks ago, along with some blood tests. But soon!

I've decided to step up my blind playtesting. Sumeria was the first time I did 'proper' blind playtesting where I got some random people who I had no previous contact with to play a game completely from the rules. I got five people (and their respective gaming buddies) involved, two in the US, two in the UK and one in Europe. All good so far. What I probably did wrong was leaving it so late. By the time the blind playtesting started, I was already signed up to publish the game and had only a couple of months to deal with any feedback. The feedback has been really good and very useful and I think the game has improved as a result of it.

I'm now looking for blind playtesters for another game. This is one I've not yet signed, so I'm using the blind playtesting to inform my signing decision, not just to improve the rulebook and tweak the rules. I'll post another thread asking for volunteers shortly. In the meantime, I've got the prototype copies printed, I just need to cut out the cards and round the corners, ready for sending off to the playtesters.

I've also started the Sumeria layout - constructing the art from the designer into a finished product. I really enjoy this work, but it's pretty time-consuming. The first thing I did was the rules. I had some rules that were written and had some rough diagrams in, the next step was to add the background image and get images of the components into the diagrams. The images needed to be cropped to remove the bleed around the components and then downsampled to an appropriate size. I added some simple effects (a dark outer glow) to the components so they stood out from the background of the rulebook. The 'finished' rulebook has been out to my playtesters for comments and I've made a few minor tweaks based upon their feedback. I hope to post the rules to my website and BoardGameGeek fairly shortly. Then I need to create a translation grid and send that off to Michael so he can start translating the rules into German (Sumeria, like It's Alive! will have English and German rules in the box).

After the rules, I laid out the art for the tiles and counters onto the punchboards. For this I need to combine the tile and counter art into three sheets (with a front and back for each). I need to ensure the front art and back art match and line up and that the distance between each component is sufficient for the cutting process. I've printed out my own copy too, which I'll glue onto board and cut out for my prototype copy. I want a prototype with finished art ready to take to games clubs and conventions so I can start building some buzz. I'll need this copy for sending to the 'UK Game of the Year' judges in May too.

All I've got left to do now is the game board and the box, despite having to place my order this week, the manufacturers don't need this artwork for six weeks or so, which makes it slightly less urgent!

It feels good to be really busy again :-).

Friday, October 3

Press-Ganged!

My mate Mal is coming down for a long weekend this morning. This afternoon I've got to send off the art for the box and the rules. Mal has a good head for design. Hmmm. I'm seeing a cunning plan here. Mal arrives and is put to work critiquing the box design. I'm sure he'll be able to come up with some ideas to improve it further. Excellent. What's even better is that though I know Mal reads this, he's on the train at the moment - so he won't get an early warning and pull out :-)

In other news, I'm still really struggling to get a purchase order out of the other UK distributor. I've tried to email him (last response, the only one so far, was that he'd do me a purchase order last Wednesday - still no sign of that). I've tried to phone him (the receptionist always says he's busy, he doesn't return my calls). I know a bunch of shops want to buy from them, but they still don't have any stock, nearly a month after the game was available. It's very frustrating.

Friday, September 26

Another Short Day

The Wife and I are off to Bristol this afternoon to visit our folks, so I'm just doing a half-day today. I've got until the end of next week to finish the box and rules for Carpe Astra, so I'm under the cosh a bit at the moment. I'm taking my computer with me, so I can continue working down there. We're not coming back until Tuesday, so I'll need it on Monday and Tuesday to make some progress.

The rules are coming on nicely. Initially they were just a text file with the rules written out in. I did several versions like that, then I sent the game to a few playtesters in the US and Germany. At that point I needed to include some rough diagrams to explain things a little better. I whipped up some quick diagrams in Photoshop, and conbined them with the text in InDesign to make some rough and ready PDF rules. There was no background art, the diagrams were line drawings and the text needed some love, but in essence everything was there.

The playtesters came back with loads of comments about how to improve the wording/clarity of the rules and I got to the point where the rules were pretty much written, but really ugly. So this week's work has been to 'pretty them up'. I've been going through the diagrams, replacing the line-art with pictures of the components. I've added a 'components' page showing pictures of the various bits, and I'm adding a few extra diagrams too. I've extended the rules from 2 pages of A4 to 3, folded into an A5 booklet, which gives me room for the components page, a front cover and a back page showing the scoring. It also allows me a little more room for the explanation - letting me cover a few more things in detail - the less the first-time player has to guess the better!

I've also got to do the box, but I'll leave that until I get back next week.

In other news, the UK distributor I've been waiting to hear from finally got back to me on Tuesday, saying they'd cut me a purchase order on Wednesday. No sign of it yet though...

Tuesday, September 2

Carpe Astra - Coming Together

First, an aside: It looks like It's Alive! will arrive this week as planned. I think the earlier problems with arrival dates were down to dealing with an overly optimistic sales guy, since I've been dealing with the Production Manager, his estimates seem to be right on the money (if longer than I'd hoped).

Carpe Astra seems to be proceeding nicely though. I've got art coming from the artist all the time now, often with a few emails a day arriving. To whet your appetite, I've posted the logos for the six guilds (left to right: Traders, Settlers, Priests, Politicians, The Military and Engineers) below and an example tile too. The tile has the die-line superimposed. As usual, click on each image to see a larger version.

I've spent the day on Carpe Astra, first of all the meeting at the bank to secure finance (apparently I'm a 'valued customer', and my credit score with them is such that they were willing to lend me 40% more than I wanted at 4% less APR than their standard rate). Since then I've been creating guides for the artists, showing him the exact dimensions of the art I require, including the bleed (areas outside the item that the background needs to cover in case of cutting error), and margins (areas inside the item that the main content cannot enter, again due to potential cutting errors). I've been doing them in Adobe InDesign and then exporting them as JPEGs at the right resolution. The rest of the day I'll spend again in InDesign, this time laying out the various cardboard components on the boards that will appear in the box. I have to lay the art on one layer, and the die-lines on another, and obviously both need to line up! The German manufacturers say that I should leave 10mm between items on the boards, and between and item and the edge, but they've sent me an example layout (on which they based their calculations) which has probably 7mm between items, so I've asked them what to do. I can still make a start though, I can always tweak things later.