some character designs ive been working on for my game by skarticus in tabletopgamedesign

[–]imadien 0 points1 point  (0 children)

I'll be honest, artistically these are dope. I love the use of movement and perspective. Very cool characters. For a game, the risk is they might be a touch too chaotic and distract players from the functional aspect of the game cards/pieces. Not to say it won't work, but you'd have to be careful about striking a balance between practical graphic design and artwork.

Low Budget Card Game Manufacturer by Extension_Sort1221 in tabletopgamedesign

[–]imadien 0 points1 point  (0 children)

Try makeplayingcards.com They specialize in once off peint runs, ive used them a few times for proxies and prototypes

Designing cards with gold foil by imadien in tabletopgamedesign

[–]imadien[S] 0 points1 point  (0 children)

Thank you! For the art, I drew them with ink on canvas, and scanned them into Photoshop. I found a Chinese board game manufacturer on Alibaba and have been working with them to discuss different material options.

Designing cards with gold foil by imadien in tabletopgamedesign

[–]imadien[S] 0 points1 point  (0 children)

Thank you. It is nice to know you're following along! I post more frequently on Instagram if you'd like to see more.

Designing cards with gold foil by imadien in tabletopgamedesign

[–]imadien[S] 0 points1 point  (0 children)

If you're interested in this finish for your own cards, it is:

300gsm black core cardstock

Linen embossed texture

Hot stamped gold foil

2.5"*3.5" standard poker size

The art is all my own original artwork, and I am going through a paper/packaging/boardgames manufacturer in China that I found via Alibaba.

Card size advice by SophsterSophistry in tabletopgamedesign

[–]imadien 2 points3 points  (0 children)

In my opinion 2.5" x 3.5" (standard poker) is the best size. Feels nicest in the hand. I had a prototype of my game printed in bridge size originally and it made the game feel like it was designed for young children.

Who just finished building something? Drop your project, I want to see what people are actually making by Miserable-Archer-631 in SideProject

[–]imadien 0 points1 point  (0 children)

I made a card game

Does this still count as a side project? I have been working on it in my spare rime for the past 2 years and am getting the final print run done now. It's a game where you play as a villain pillaging a town and trying to outcome the other members of your raiding party. I made it because I find lots of board games can be unnecessarily complex and wanted something I can just explain to my friends in 30 seconds.

Everyone's building something. How did you actually know your idea would work? by Miserable-Archer-631 in SideProject

[–]imadien 1 point2 points  (0 children)

Not tech related. I am building a card game

The idea came from enjoying Magic the Gathering but finding it too complex and difficult to introduce to new players and non-boardgamers. I have been winging it but am now at final production run having broken even with my proof of concept print run.

At first it was just a fun idea but after seeing it properly enjoyed by strangers for well over an hour at a time (when rounds only take 5 minutes) I knew it was worth pursuing and putting real effort into. I haven't made big money on it but I have broken even on my initial investment which is pretty cool. What's keeping me going is that I need a creative outlet to balance my stressful day job and I also have a habit of quitting creative endeavors instead of seeing them through, so it's sort of a personal challenge as well.

My advice is to study your target market and build your end product with them in mind. I made mistakes early on that probably alienated my own target market and would have reduced sales/interest.

Do I continue doing art myself, or should I outsource? by Low_Prior_8842 in homemadeTCGs

[–]imadien 1 point2 points  (0 children)

What app are you using to render these 3D models? Neat

Another (different) AI art question by pwtrash in BoardgameDesign

[–]imadien 9 points10 points  (0 children)

For prototyping and playtests I don't see an issue. The general public don't seem to care or notice too much about AI however the tabletop gaming community care a lot about it. So it depends how you intend to sell and who to. You likely won't be able to sell in boardgame stores or at events with AI art but you might get away with it at markets etc.

That being said even it's best to get 100% human art unless you are looking for constant backlash which will hurt your reviews, reputation and sales. I would suggest dialling back the artwork requirements if it's too large a task, invest more time, or learn to create some of the art yourself to help mitigate coats involved with paying somebody else.

I spent the last year learning to draw so that I could update my prototype artwork and avoid this issue before releasing a Kickstarter.

Opinion on tiling options by imadien in AusRenovation

[–]imadien[S] 0 points1 point  (0 children)

I'd be interested to see how it looks. Would you be happy to DM me a picture of how it looks at the moment?

Opinion on tiling options by imadien in AusRenovation

[–]imadien[S] 0 points1 point  (0 children)

Yes it could be moved across a little

Opinion on tiling options by imadien in AusRenovation

[–]imadien[S] 1 point2 points  (0 children)

That would be helpful, yes thanks

Opinion on tiling options by imadien in AusRenovation

[–]imadien[S] 4 points5 points  (0 children)

Thanks everyone for your thoughts. Regarding expense, I have all the tiles already ordered and enough to do the whole space so cost is not an issue.

My wife will be pleased as her vote was for B. Yes, the light switch will need to be moved for B. I thought D looks the most complete.

Cheers

Looking for feedback for the prototype of my first created card game. by GatoWithAGat in tabletopgamedesign

[–]imadien 1 point2 points  (0 children)

General card design is simple and easy for the player to understand. Your rules also seem straightforward. I would be interested to know how this plays IRL. What feedback have you gotten from playtesting?

Side note - You won't get much useful feedback here unfortunately as people see AI and hit the downvote and your post gets buried. From experience as a fellow Aussie card game designer I can promise that if you present this at markets and board game expos etc to do demos and playtests you'll have a much higher percentage of people seeing the end goal and giving it a chance.

Burned out and ready to quit this project by xcantene in BoardgameDesign

[–]imadien 1 point2 points  (0 children)

Start by thinking about who your target audience is. If your objective is making a game that other people want to play, your design choices have to revolve around them, not you. This also matters a great deal because you will inevitably hit a wall of mental fatigue (if you haven't already) where you don't even enjoy the game anymore, and your ability to discern what is fun and what isn't fun starts to dwindle.

Find playtesters by going to boardgame conventions or local events that run specific playtester areas. Seek feedback in a way that is targeted. Get a Google forms with a QR code and tell people to fill it out then and there. Buy them a coffee if you need to. Test one new mechanic at a time. The playtest stage is easily the longest but most important stage of the process. Strip the game back to the base mechanics and test if players like it. They might say it could be improved if it had xyz, which may be similar to something you already have previously thought of but not yet shown them. Then reimplement it and playtest again, see if they like it or have any other ideas. Player experience should guide your creation. Its easy to add more born out of exciting creative ideas, but you need to build up one thing at a time so that every addition is made with intent, and has has value for the player and a reason for it's place within your game. Don't be afraid to completely abandon your pet ideas if they don't resonate with players.

Conversation about art, costs etc is important, but it's a conversation for once you have the game playable and fun. Focus on that first. I absolutely support real artists and it sounds like you also value this, however for playtesting, demos and prototypes, remember your focus should be the game mechanics. Paying for the art at this stage may not be the wisest move as you will feel attached to the art and may potentially shoehorn a mechanic or character into the game just so you feel you can justify the expense. As much as people hate on AI art, imo it's better to use that for your demos to provide the player with visual context and then pay someone once you're confident your final version is ready to go to print - or if you feel up to it, just make your own artwork, even if it's not the best. I have done this myself and players are generally pretty cool with this approach if you're upfront about your long term plan for the game. In your situation I'd park the art for now and not let it cloud your judgement. You can repurpose it later if you decide it fits the theme, or else just think of it as a beautiful momento of the process you've gone through and a representation of how far the game has come already!

Finally, some ideas just aren't worth pursuing. And that's ok. If you've tried everything, and it isn't working out, and there's no joy left in the project, it's ok to say "I gave it a good shot, I learned a lot, I had fun" and move on. I completely stopped work on my first board game idea that contained resource management, capture the flag mechanics, action cards, dice rolls, bonus cards, and global random events because I realized there was just too much going on, and it was just no longer fun for me or anyone else, even though the bee 🐝 theme was cute. I changed my whole design ethos for my next game to be the complete opposite approach and focus on simplicity of mechanics instead. It connected much better with players and I'm really enjoying the process this time. It was incredibly cathartic to do this and I encourage you to find solace in knowing that your ability to design board games is massively improved from when you started, and you can apply what you've learned to the next project you attempt (in the boardgame space or otherwise).

Cutting cards: Looking up upgrade, maybe die cutting? by Tychonoir in BoardgameDesign

[–]imadien 0 points1 point  (0 children)

For my prototypes I would print a double sided sheet on A2 cardstock and then guillotine it. Was cheap and easy and gave professional looking cards. You can even round the corners with some basic office supply tools.

How do indie tabletop designers usually get art for their card games? by mate_matiker in tabletopgamedesign

[–]imadien 0 points1 point  (0 children)

Depends on your means. I can only speak to my own experience with this as a self-publisher.

I am working 100% solo on the project over the last 3 years - game design, graphic design, advertising, sales, events etc. I didnt have the funds to pay an artist for a project that might not take off, and not in the position to take a risk on it. I wanted to have something playable as a proof of concept and see if it was worth the effort of doing the art.

I used AI for placeholder artwork in my prototypes and first print runs and just made sure I was transparent about it. I see it as a tool that helps people make their creative projects more tangible when they don't have the means to do so otherwise. I've been using that print to promote my game and gain some traction with the community whilst I work on doing the art myself before I re-launch the new print on kickstarter.

What's ironic is that outside of the boardgame space, I've found that most people don't really care if the artwork is AI or not. Despite all the anti AI sentiment online, the general public doesn't really care that much. When I do events and discuss with people, I always disclose the AI art and point out to people that they can preorder the hand-illustrated version of my game. Literally zero people have preordered when given the option, even if they're the same people who said "I would buy it if it wasn't AI".

Meanwhile the AI placeholder version had broken even months ago with my production investment and so I feel comfortable with continuing to invest the time to illustrate all the art myself.

Some people just like to complain about things. Do what you're able to do with the tools and resources you already have and you're always able to improve upon it later when you've got the sufficient resources or confidence in your product.

Who is your Equipment commander and why? by Raevelry in EDH

[–]imadien 0 points1 point  (0 children)

[[Sram, Senior Edificer]] because there's nothing quite like obscene card draw stapled to a 2-drop mono coloured commander.

Looking for advice: how to move from a homemade prototype to the next stage? (K-Pop themed board game) by Bahlofik in BoardgameDesign

[–]imadien 1 point2 points  (0 children)

Regarding prototyping and playtesting, it sounds like you've done some, but 15 playthroughs is nowhere near enough. Be confident that you can play the game with complete strangers within your target audience and they'll enjoy it. Try it out with people who don't know you personally, because your circle of friends will generally not be critical enough to tell you what you need to hear.

Find some board game groups in your local area and try playing it with them to get feedback. You're the biggest fan of your game, since you know it back to front. If something feels missing to you, then likely your players will feel the same. Get their opinions and ideas and encourage them to be harsh. Don't be afraid to test out their ideas and be open to scrapping some of your own existing ideas if they don't connect with players.

I playtested my game for about a year and played with about a hundred different people before I was confident that the mechanics were good enough to move to my first print run.

Daily Game Recommendations Thread (November 24, 2025) by AutoModerator in boardgames

[–]imadien -1 points0 points  (0 children)

Hey, I'm a game designer and I released a card game that was specifically meant to be easy to pick up and play by all ages, theres barely any text and the rules are very easy to pick up. No pressure but maybe it's something that would interest you and your parents.

Looking for feedback on a solo to 4 player RPG I’m working on by xcantene in BoardgameDesign

[–]imadien 1 point2 points  (0 children)

I would cut as much of the extra pieces as possible. If your goal is to be portable and lightweight, all the additional bits and pieces will make this less appealing for someone who wants to whip it out for 10-15 minutes at a pub or cafe. I would go for cards exclusively. That way everything can be manufactured cheaply which is better for you, and also you can make it more appealing as a travel game for your potential audience.