Pierô: Art in Board Games #7
This project should have been the best moment in my career. I was working with only friends (game designers and publishers) on a very fun and original game. Everything was supposed to be cool. Unfortunately, I’ve realised since then that it’s always when I think it will be cool and quick that it’s a painful and slow process..
Kingdom Death Monster - Lorinda Tomko: Art in Board Games #6
Nature is a big source of inspiration for me; nothing is creepier than some of the things that already exist here on Earth. I’ve based monsters on parasites, diseases, carnivorous plants and deep sea creatures - I like that the Kingdom Death universe isn’t filled with the same old thing!
The Open Road - Saskia Rasink: Art in Board Games #5
Explore the artistic world of Amsterdam-based illustrator Saskia Rasink—known for her vibrant, 50s‑inspired landscapes and work on board game projects like The Open Road. Learn her digital-first process, her strategies for discipline and workflow, and her top advice for aspiring game artists.
Phil Walker-Harding: Art in Board Games #4
For me, the funnest part of these titles is when you get a piece to fit perfectly in a space and fulfil a plan you have been working towards. So when I started the design that became Bärenpark, I tried to make these moments happen often and be the real payoff for the players throughout the game..
The Lost Expedition - Garen Ewing: Art in Board Games #3
I think I always wanted to be an illustrator, perhaps more specifically a comic artist - so I’ve been lucky. I was in hospital a lot as a child and my mum gave me comics to read and paper and pencils to draw with to keep me occupied - so perhaps my fate was sealed...
Peter Wocken: Art in Board Games #2
I had visited La Sagrada Familia in Barcelona when I was living over in France, and it was an amazing and beautiful structure! When the game was pitched to me, I got really excited about the setting…
Joan Guardiet: Art in Board Games #1
“I wanted the art to somehow convey a story, to have that Cold War vibe that the game needed. But also wanted to keep it light hearted. Once I had the first character created everything else flowed from it..”