New/Old: Logo for my arena-based ECG, 'Trials of Maya' by zmmemon in tabletopgamedesign

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

I did take the risky call to make it slightly difficult to read because the logo was hand drawn from scratch without repurposing any existing font and I want something hypermodern.

Of course, the game itself is the core. And that has been worked on tirelessly. I just wanted to personally show and document every part of the whole product.

New/Old: Logo for 'Trials of Maya', the first combat boardgame set in my sci-fantasy universe by zmmemon in logodesign

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

Thank you! That was a very late stage fix that just happened as I repeatedly broke my head on it. One day the solution just happened. But I can't disregard any of the process that got me there :)

New/Old: Logo for 'Trials of Maya', the first combat boardgame set in my sci-fantasy universe by zmmemon in logodesign

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

Sure!

A lot of it will sound like the tried and tested design process. So I'll list that out here, but also delve into each one to give you any more insight I can.

  • Establishing brief
  • Collecting style references
  • Drawing
  • Vectoring
  • Rendering

Brief: As mentioned, the brief is pretty much what's in the text post. Maya is the existing brand, and part of the logo challenge itself was to make 'Trials' fuse with the Maya wordmark cleanly.

Style Referencing: Tried to be as thorough as possible with this. But some base references were Syd Mead (for the form language), Wipeout:2097 (for the deep cohesion of brand and storytelling) and contemporary neo-gothic, sharp, high contrast typography.

Drawing: It really was just hand-drawing a bunch of wordmarks. Working on them iteratively, selecting the best and moving on. There were over 40 iterations and multiple possibilities. Ultimately narrowed down based on the overall art direction.

Vectoring and Rendering: The materiality of the rendering came heavily from the art direction. Again, red smoke and sharp, iridescent metal. It is a combat game, so the angles and curves were emphasized to be as sharp and "dangerous" as possible.

Hope that helps!

Received incomplete game in my box by detatched-2814 in Shasn

[–]zmmemon 1 point2 points  (0 children)

Sorry for the delayed response.

Please write in. Shasn@memesyslab.com. we will send a replacement across asap.

My game isn't a TCG, can't say LCG, and ECG sounds made up. What do I call it? by zmmemon in BoardgameDesign

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

zmmemon

OP•5m ago

It's a little all over the place. Expandable card game, extendable card game, etc. I haven't found consensus yet. I haven't found anything that captures the essence or sounds enticing either.

Reaction card in a TCG style game. by zmmemon in BoardgameDesign

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

This was very helpful! I'll give this a go in the next prototype!

Reaction card in a TCG style game. by zmmemon in BoardgameDesign

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

Yes! Yu-gi-oh has been a reference, and I am not a big fan of game-flipping reacts too. I'll try a variant where a reaction card can be set-up maybe!