Interview, Art in Board Games 2 Ross Connell Interview, Art in Board Games 2 Ross Connell

PARKS Board Game Art - Communicating Through Color and Illustrating the National Parks - Interview with 59 Parks Project(Issue #50)

A commercial artist isn't in the field just to execute someone else's vision. We like to approach the series as a collaboration and most feedback starts or ends with "what do you think?". That's because we value each artist's insights and ideas. Artists also work incredibly hard on their craft…

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Interview, Art in Board Games 2 Ross Connell Interview, Art in Board Games 2 Ross Connell

Up to 4 Players: Art in Board Games #48

From the illustration side, it takes about 10 hours to produce a page (back when we did short strips it was more like 3-4 hours). I wish I could reduce it somehow, but I wouldn't want to sacrifice either the style and level of detail we established, or the "amount" of plot we manage to get into every page; since we post a new page only once a week, we want each update to be worth the wait.

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Interview, Art in Board Games 2 Ross Connell Interview, Art in Board Games 2 Ross Connell

Paper Tales - Christine Alcouffe: Art in Board Games #43

Working freelance isn’t for everybody. You have to manage your time and your workload as well as deal with crunch periods (or self-doubt in the opposite situation). It’s often a good idea to go for projects for which you don’t necessarily think you’d fit, as they often are a good opportunity to try out some new things.

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Interview, Art in Board Games 2 Ross Connell Interview, Art in Board Games 2 Ross Connell

High Society - Medusa Dollmaker: Art in Board Games #41

I was so pleased to be able to work with such a diverse brief because diversity REPRESENTS. The idea was to include several characters with some cultural-anatomical features. Latin people, Asian people, Arab people, white people, gender fluid or/and androgynous people/trans people, curvy people, gay people. I think this is the right direction to work in. Visibility matters.

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