630 lines
37 KiB
Plaintext
630 lines
37 KiB
Plaintext
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Episode: 3893
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Title: HPR3893: Game card design resources
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3893/hpr3893.mp3
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Transcribed: 2025-10-25 07:36:07
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---
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This is Hacker Public Radio Episode 3893 for Wednesday 5 July 2023.
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Today's show is entitled Game Card Design Resources.
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It is part of the series' tabletop gaming.
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It is hosted by Klaatu and is about 38 minutes long.
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It carries a clean flag.
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The summary is How Design Card.
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Hi everybody.
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This is Klaatu.
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Recently, a friend of mine asked me on MasterDone if I had any experience with making quote
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game cards like Magic of the Gathering Close Quote.
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So I've made a couple of games as a hobby.
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I don't sell things in mass.
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I've never approached a game store and asked them to carry my product or anything like
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that.
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So I'm not really the best person to comment on this kind of stuff, I guess, other than
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the fact that I've done this as a hobby and I quite enjoy it.
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So I do have thoughts about the process of making assets for games.
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Now this question specifically was specified that it was going to be digital, not physical.
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So it doesn't need to see print.
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Which is good.
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It's a thing.
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It's not necessarily good or bad.
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But it's a good qualifier.
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So I figured in this episode I would talk about a couple of different aspects of what
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one might think about if one was going to design gaming assets.
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And I can kind of break it down into three major categories, which is just conceptual design
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and resources, and I'll probably do it in that order.
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But before I get into those thoughts.
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I want to kind of preface it all with setting your own expectations or rather determining
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what your expectations might be.
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And I think, you know, if you don't stop to think about it and you think about it and
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you just ask yourself really quickly the question, what do I want to get out of this?
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Then I think the natural compulsion of most people engaging in any activity is, I want
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it to be amazing.
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That's just kind of like, since we're dreaming without any constraints, let's just say it's
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going to be great.
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Like it's going to be the greatest thing ever.
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It'll be fun for me, it'll make an impact, it'll people will see it and they'll love
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it.
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They'll want to throw money at it, they'll, I'm not even selling it, they'll still give
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me a million dollars.
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Like it's going to be the most beautiful thing, people are going to write about it in magazines.
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Like why not?
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Like you can have anything at this stage.
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And in reality, of course, that's probably not going to happen.
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I mean, I guess it happens for somebody out there, like the lottery winner of popularity.
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But I mean, generally speaking, it's not going to happen, right?
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So we, you have to kind of set yourself or not set expectation, but really just kind
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of set your target, really, to decide what it is exactly you are setting out to do.
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Now I don't have a lot of information based on just a quick mastodon post.
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Like I don't, I don't have a whole lot of background.
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I don't know what the, the real goal is, I mean, the goal is to create some cards that
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look like they're for games in a digital format.
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That's all the information that I have.
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I can imagine a lot of, of reasons someone might want to do this, might be for fun, it
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might be because they want to program a video game, like a card based, you know, a deck building
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game or some, some game like that.
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So there's lots of different reasons that someone might be asking about this, but I don't
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know the details.
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And that's fine.
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It doesn't matter.
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For you, if you're thinking about, it would be fun to make a game.
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Those are questions you'll have to ask yourself, what, what do you really want?
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What, why are you doing this?
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And more importantly, I guess, there is this famous triad of, of features you can expect
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to have when you undertake any activity.
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And that triad is, you can have time, you can have quality, or you can have affordability.
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And what that means is that when you sit down to work on a project, it can take, you
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can have it done quickly and affordably, but you're going to sacrifice on quality because
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you've done things really, really fast and really, really cheap.
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Or you could take a different tactic and sit down to do something and really optimize
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on quality and on affordability, but that's going to take you a long time because you'll
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have to craft everything that you need yourself and so on.
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So in other words, you look at the triad of time, quality, money, and you pick two, but
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you can't have all three.
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It's a really good model to keep in mind for anything, I think, practically, but certainly
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anything you do as a hobby like that.
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That's a really, or really work projects.
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It's a really good thing to keep in mind.
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With that in mind, I will now talk about some of the core concepts when creating game assets.
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When you're creating a game asset, it's often because you're creating a game and interestingly,
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the first step in creating a game is often not creating the assets.
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It's creating the mechanics and the mechanics are purely intellectual.
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There are things that you just make up in your head and then you can even, I mean, you
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shouldn't, but you, well, to some degree, you can, you can just kind of run them through
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in your head.
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You don't even need the physical objects.
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So if you're thinking of a game and you think, well, okay, so what if there was a game
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where I had a game card and who cares what it looks like, but it has the number two on
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it.
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Then someone else has a game card and it has the number four on it.
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For whatever reason, I think I'm going to say that two beats four in this scenario.
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The reason I'll do that is because I have another card in my hand that is an odd number.
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Odd numbers give you a boost if you play them to your even numbered cards.
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Yeah.
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That'll work.
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Okay.
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So that's the game premise or whatever, you know, you just come up with the ideas, right?
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And that's just happening up here in your head.
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You don't have to have physical objects to represent that.
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At some point, you want the physical objects to help you sort of keep it all straight.
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To actually go through the motions because I think if you keep it completely purely mental
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and intellectual exercise, you tend to skip things that happen in reality because it
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all, you're just simulating reality in your mind's eye.
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And so everything tends to work really well there because you only let the things that
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work into that little simulated reality.
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So if you take it out into the real world and start testing some of your thoughts, your
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ideas, things tend to pop up that didn't come up in your imagination.
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Now, one of the easiest ways to take a game idea into the real world are with existing
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game assets.
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So for instance, if you have a card deck, like some poker cards, then you could use that
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to create a surprisingly complex game.
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And those those cards have, if you think about it, quite a lot of data on them.
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I mean, they've, they've all got numbers.
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So you could use those to, to come up with just arbitrary values for your cards.
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They all have a color, either red or their black.
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They all have a suit, their aces or, they're not aces, diamonds, clubs, that's what I was
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thinking.
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No spades, spades, diamonds, clubs, and whatever the other one is, Clovers, something like
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that.
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I don't know.
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Whatever cards are, I can't think of them right now.
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But they all have, that you have four, four suits of cards and then possibly you have
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other things as well.
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I mean, you've got certainly the face cards, right?
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You've got the Joker.
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Well, no, the Jack, the King and the Queen, plus you've got two jokers.
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So there's a lot, there's a little bit of variety there.
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You can construct a lot of game scenarios with that alone, just a normal standard 52 deck
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of cards that you get out of dollar store.
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You can, you can get two decks of cards and combine them if you want.
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And then you have more, more numbers than you did before because you have duplicates.
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So if you're finding that you need more, just combine decks or just scale it down.
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You want to simulate a hand where you have like a bunch of ones, some twos, and some other
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threes.
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Well, just grab those out of the deck and make a tiny little deck just for a specific scenario.
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So that's one really easy, I mean, literally you can find decks of cards usually, well usually
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just around, right?
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I feel like a lot of people just end up with a deck of cards on accident.
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If not, go to a dollar store, you'll get one for like literally a dollar or two dollars,
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whatever, whatever the cheap amount of money is in the US now.
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Here in New Zealand, I think you could probably get a deck of cards for two bucks.
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So that's one resource to keep in mind.
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That's, or it's a, it's a thing to keep in mind, right?
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It is a resource, not for the final product, but for the process.
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Other great resource during the development process are, it is tarot.
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And I don't mean like give yourself a tarot reading to see if you're going to be successful
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at game design.
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I just mean like the tarot deck itself is a really, really useful game design tool because
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it is like a poker card deck, playing card deck, except more of it.
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Tarot card, I think probably partly because of its origin in like spiritualism and sort
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of mythology, that sort of thing.
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A lot of the tarot decks that you'll see, I mean, honestly every tarot deck I've ever seen,
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they're just really beautifully done.
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There's unique art on every single card.
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That's like over, I don't, I forget, it's like something like 82 cards or something in
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a tarot deck or something like that.
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It's like a poker deck, but more of it and unique art on every single one.
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So if you're, if you're looking to, to come up with mechanics with game mechanics and
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you can find a great tarot decks on Etsy.com, just do a search for tarot.
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You'll find a bunch of different ones and you can purchase one of them that you like.
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One of them that inspires you or fits in with your sort of general style and then you
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can take those cards and develop all kinds of mechanics because now you have art on every
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single card.
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So you don't have to just limit yourself to the suits of the card like, oh, is this
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a sword or a pentacles or a cups or a coins or whatever, ones rather, or, or, but you
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could also just say like, well, all of these cards have min on them and all these have
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women on them.
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So that'll be one faction and this will be the other faction or all of these cards have
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birds on them and these have land animals.
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So those will be my two factions or, you know, whatever.
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So because of the diversity of like the art and the elements on each card, it's easy
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to abstract those cards as assets and use them in the game that you're developing.
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It's got a lot more data than just a poker deck.
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It's got a lot of interesting things that you could kind of latch onto just temporarily.
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And then in addition to that, I mean, they've got, you know, they got the numbered cards
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with all of the suits, the swords, ones, pentacles and cups, but they also have the pentacles
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or coins, but they also have the major arcana is what it's called.
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Those are kind of like the face cards, but there's a lot more of them.
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So it's things like, I don't know, Wheel of Fortune and the Hermit and the Fool and, you
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know, the Emperor and all these sort of iconic sort of archetypes that again, you could
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just use those as either maybe that's your game, maybe that's the structure of your game
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or maybe those are the hero cards and all the other ones are support cards.
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You, you can, again, the point is it's very flexible.
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So you can, you can bend the tarot deck into whatever you're developing.
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And then once you've developed everything and it's working and you're having fun with
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this game, then you can start talking to yourself about creating the, the assets, the
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cards themselves, the unique cards to your game, which brings me to the next segment,
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which is design.
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This is the, um, the actual how to part of the exercise.
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I mean, if you're going to make game assets, you, you, you're going to have to touch a
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graphics application.
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And if you're not skilled at that, if you don't like literally have the skills for that,
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and I'm not talking about like the comfort and the talent I'm talking about, like you,
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you never had to use a graphic application for anything serious.
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Then that can be a little bit difficult.
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My go to graphic application is ink scape, which is a vector based drawing program.
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And that can be a little bit complex.
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I mean, it's surprisingly easy to learn.
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Like, ink scape is, is shockingly.
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And I've heard this resounding, I've, I've heard resoundingly from like everyone I've
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ever met, like that they could, they, they eventually just figured out ink scape.
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So it's a really, really great application.
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That doesn't mean that it's quick and fast and easy to learn.
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It just means eventually you can learn it.
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So again, time, affordability, quality, you can do the quality and the affordability
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on ink scape.
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It will take time, you will have to spend a lot of time on that, but it is possible.
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There are templates for cards available from thegamecrafter.com, that's thegamecrafterthegamecrafter.com.
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They are a company that specializes in, in producing small run games, basically print
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to order board games.
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I use them all the time, they're a really great company, well, I don't know how they are
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as a company.
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They, they offer a really great service.
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And one of the things that they offer, because they, they print things on demand are templates.
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So if you go to, well, the gamecrafter.com and look around, you'll eventually find them,
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but you can go directly to s3.amazonaws.com slash www.thegamecrafter.com slash templates slash
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bridge-card.svg.
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And there's other, other kinds, there's tarot-card SVG, there's poker-card, or maybe
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not poker, maybe poker and bridge use the same spec.
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I don't know, look around in the templates, you'll, you'll find an SVG file with just
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like literally the, the page set correctly and then little lines on the, on the template,
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so that you know how far it is safe for your text to, to go on the card.
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Because on cards, because they cut them off of cardboard sheets and stuff, you're, you're
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likely to accidentally get like the last half part of your word chopped off if you go straight
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up to the edge.
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So there are, there's a text safe zone that this template provides.
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Now, if you're not printing, then you don't need to worry about that and you can just
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do whatever you want.
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I would still, I would never say never and, and even though you, you're telling yourself,
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I'm going to do it digital today, you never know, maybe it would be useful to have print-safe
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materials.
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But anyway, there's a template, it's, there's not a whole lot to it.
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But if you don't know inkscape, you don't know what an SVG is or you don't want to know,
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then there's another option and this is not a bad option and I used to never recommend
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this option.
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I, in fact, I would recommend actively against this option and I don't know, then I
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just kind of started using the thing at work and I realized it's kind of amazing.
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LibreOffice Draw.
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So LibreOffice, the open source office application has a, has the usual word processor spreadsheet
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component.
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It's got a, like a presentation component and so on.
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But one of the things that it also has is an application called Draw, D-R-A-W and it
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is a, it is an art, or a layout program, really.
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I wouldn't, I wouldn't call it an art program.
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It's more like a graphic layout program and you could use that to create cards with you,
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the process is simple.
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You open up LibreOffice Draw.
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You go to page, page properties and set the size of your, of the page to 57 millimeters
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by 89 millimeters for a bridge card.
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You can look up the sizes of other cards, but bridge or is, I keep going back to bridge
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because that's, I'm pretty darn sure, that's the size of magic the gathering.
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So, or it's going to be approximately that big.
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So 57 by 89, 57 millimeters by 89 millimeters is the card size, that's 2.25 by 3.5 inches.
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You set your page size to that and now you have a card.
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You were looking at a digital card.
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It is blank right now.
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And so then the process is to just start layering things onto it.
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So you go get some artwork, what we'll get to that in the resources section.
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You go get some artwork, you import it into, you insert the image onto the card and then
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maybe you put a little box over the image and in the box you put some text like the name
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of the card.
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This is a knight in shining armor.
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This is a space wizard.
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This is a princess.
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This is an orc or an ogre.
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You label the card and then you give it some value.
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So you want your orcs to hit hard but to be less resilient maybe because they're not
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aren't, they're not wearing armor.
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So you maybe give them a, I don't know, four strength and two toughness.
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The knight in shining armor is well armored so maybe he has a four toughness and maybe
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a three strength because he's not, he's not, he's just a human after all and so on.
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So you put in numbers, you put in names and you know all the information that you want,
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you write that on the card.
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Now if your text is sort of getting eaten up by your artwork then yeah, you can put
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in some background colors, just put a, you know, fill the text box in with some solid
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color.
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Modern design sensibility tends to stay away from like gradients and things like that.
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So I would just use a flat design, just use solid colors, some text and some artwork.
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Next thing you know, you've got a card.
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|
Okay.
|
||
|
|
So that's LibreOfficeDraw.
|
||
|
|
You can export your, each card that you make, you make one card per page and then you just
|
||
|
|
export your entire document as a series of PNGs or JPEGs or whatever and or a PDF, whatever
|
||
|
|
you need it as and then now you've got digital cards.
|
||
|
|
You might want to design a card back as well if you're programming a game where people
|
||
|
|
need to see the back of the card but of course the back when you're programming the back
|
||
|
|
doesn't actually have to be, well it isn't, it's not part of that same file, I mean
|
||
|
|
it could be, you could do a sprite layout or something but I mean the, the back doesn't
|
||
|
|
have to like literally be the back of the card, right?
|
||
|
|
It's just a card, it's a graphic representing the back of the card and you put that on
|
||
|
|
your deck and then when someone quote unquote draws it, you move, you know, you, you just
|
||
|
|
make a new image of the, of the face up card so it's, it's not, it's not really literally
|
||
|
|
married to that file.
|
||
|
|
If you're printing the standard, you know, you're going to have like all the fronts of your
|
||
|
|
cards on a page and then you're going to have another page with just the backs and then
|
||
|
|
you're going to send that to the printer and you'll identify one as the front, one as
|
||
|
|
the back and they'll, they'll, they'll make sure that the, you know, that their printers
|
||
|
|
are printing one back on each sheet to one front on each sheet.
|
||
|
|
That's the design process, it's not really that hard.
|
||
|
|
I will say that one virtuous way of design thinking is minimalism.
|
||
|
|
So minimalism is a powerful, powerful tool for the unskilled graphic or unskilled artist
|
||
|
|
rather.
|
||
|
|
I feel like the graphic design is one thing, but like the art is another and I'll talk
|
||
|
|
about some sources of artwork and resources, which is the next section.
|
||
|
|
But for now, let's just assume that art is hard to get, right?
|
||
|
|
Like really good art that's consistent across a whole series of cards, that's, that's
|
||
|
|
tough.
|
||
|
|
Minimalism is your friend and very frequently for, for lots of reasons, it's minimalism
|
||
|
|
is your friend because it, it, it, it costs less time.
|
||
|
|
It might cost up front time to like come up with a design that you like without it looking
|
||
|
|
so basic that it makes you just embarrassed or it makes you not even think that it's a game
|
||
|
|
asset.
|
||
|
|
And generally, once you establish the pattern, if it is minimalism, then it's not going
|
||
|
|
to take that much time.
|
||
|
|
It's not going to take, you can get a high quality with minimal, minimalism because it's
|
||
|
|
minimal.
|
||
|
|
There's just not that many components to worry about.
|
||
|
|
So the things that you do have to create end up being high quality because there were
|
||
|
|
only a few of them.
|
||
|
|
And you can also, it's quite affordable for minimalism because if you just issue the idea
|
||
|
|
that you're going to just, that you, that you could spend thousands of dollars on custom
|
||
|
|
artwork and decide, I'm just going to use letters or public domain art.
|
||
|
|
You know, suddenly you've, you've, you've gotten a cheap, a cheap card that looks great
|
||
|
|
in some time.
|
||
|
|
Okay.
|
||
|
|
So minimalism is important and like to, to illustrate sort of the concept here, let's
|
||
|
|
assume that you've got this great idea for a game asset.
|
||
|
|
And in your mind's eye, because in your mind's eye, everything is amazing and perfect
|
||
|
|
and wonderful and groundbreaking.
|
||
|
|
In your mind's eye, you've got this card and there's the space wizard with a laser sword
|
||
|
|
on a, on the deck of a, of a space station.
|
||
|
|
And he looks amazing and, and you can just see it vividly in your mind and there's probably
|
||
|
|
some writing on there and some iconography to indicate his, his physical prowess as well
|
||
|
|
as his psychic strength, all the different things that space wizards have.
|
||
|
|
And you're really excited about this and then you realize one day that you don't have
|
||
|
|
any artwork of a space wizard.
|
||
|
|
And even if you tried to describe what you saw to an artist, you're not sure that you
|
||
|
|
would confidently know what to describe.
|
||
|
|
Like how would you, how do you get the art, how do you describe it to someone and get
|
||
|
|
the, the, the, the exact same thing?
|
||
|
|
So you decide, I'm going to go minimal.
|
||
|
|
So instead of having like a card with a space wizard and the laser sword and all the icons
|
||
|
|
and all these things, you decide.
|
||
|
|
You're going to grab a picture of a sword.
|
||
|
|
You're going to give it a glow effect in Gimp.
|
||
|
|
You're going to make it neon and then you're going to put it on a black background.
|
||
|
|
Now doesn't that look snazzy?
|
||
|
|
Of course it does.
|
||
|
|
Black is the new black.
|
||
|
|
You've got this cool looking sword that's glowing.
|
||
|
|
So now, hey, it's a laser sword, even though it looks like a medieval sword from, from
|
||
|
|
a free public domain website.
|
||
|
|
There it is.
|
||
|
|
It looks great.
|
||
|
|
And people will look at that and they'll think, wow, that is so stylish.
|
||
|
|
I think the, the designer was so bold in choosing this particular sword because, because
|
||
|
|
so many reasons, like obviously this is a reference to Alexander the Great's famous dream
|
||
|
|
of the glowing sword that he had before he went and defeated the, whoever he defeated.
|
||
|
|
You know, they'll, it will become its own thing, whether you want it to or not.
|
||
|
|
Like minimalism, that's the power of minimalism.
|
||
|
|
Well, one of the many powers of minimalism is that it inspires other people to fill in
|
||
|
|
the blanks that you couldn't be bothered to be explicit about.
|
||
|
|
So you do that and that's a lot easier to design than coming up with like the space wizard
|
||
|
|
art that you don't have and then finding room for all your icons and numbers and all the
|
||
|
|
important data that you have, that you just knew that had to be on the card somewhere.
|
||
|
|
But now you've got artwork and you can't see the data and so now you have to kind of move
|
||
|
|
things around.
|
||
|
|
Believe me.
|
||
|
|
Black background, glowy sword, put a bunch of numbers down the side, you're done.
|
||
|
|
You're done.
|
||
|
|
Maybe, maybe grab a couple of emojis, you know, like a shield emoji and a crossed sword
|
||
|
|
and emoji to represent like the physical prowess and the defense and then something else
|
||
|
|
like little brain wave icons, like an RSS feed icon for the psychic power.
|
||
|
|
You know, little, little icons down the side with some numbers by them.
|
||
|
|
You're done.
|
||
|
|
You've designed a card, do that 50 other times and you've got a whole deck of cards that
|
||
|
|
are ready to go to battle or whatever.
|
||
|
|
So minimalism is an important, important concept when you're home brewing your own game
|
||
|
|
assets, really embrace it, try to make it, try to get comfortable with it because it
|
||
|
|
just saves so much in every respect.
|
||
|
|
Okay, so new section resources.
|
||
|
|
This is unfortunately the most poultry section I have.
|
||
|
|
I have lots of thoughts about design and, you know, various cons, getting started, getting
|
||
|
|
started concepts, resources, I don't have that many of, at least I don't have that many
|
||
|
|
that are really, really useful.
|
||
|
|
So I do have some that are very useful, but I don't have as many as I would like.
|
||
|
|
So first of all, if we are embracing minimalism, you may as well go embrace free SVG, really.
|
||
|
|
It is a mess of just random public domain art or public domain slash creative comments
|
||
|
|
zero artwork.
|
||
|
|
It is stuff that people have scanned in from 1940s comics, it is stuff that people have
|
||
|
|
drawn themselves in in third grade.
|
||
|
|
It is a, it's all kinds of stuff and there's a lot of it.
|
||
|
|
Remember I said you could have quality, you could have affordability, you could have time.
|
||
|
|
Well free SVG is your time sink.
|
||
|
|
You will spend all of your time looking through S free SVG for work that is consistent enough
|
||
|
|
to look like it came from the same game, and it also that's, you know, that's sort of
|
||
|
|
high quality enough, like that works with your game, I guess, is really what I mean.
|
||
|
|
Because I mean, the quality is the quality, like that'll, once you find your, the common
|
||
|
|
thread, that's the quality you're using, right, because you just have to make sure that
|
||
|
|
the images look like they all came from the same game.
|
||
|
|
So if they look one way, then that's what you got.
|
||
|
|
So you grab a bunch of free SVGs from free SVG.org, download them, you put them on cards,
|
||
|
|
you've got your game.
|
||
|
|
That's, that's one way of doing it.
|
||
|
|
Now, like I say, you're going to take a lot of time doing that.
|
||
|
|
I made a game called Dark Occult, which was a revival of an old Kenneth Raman card game
|
||
|
|
from like the 80s called Dark Occults, and because the original game art was copywritten,
|
||
|
|
and I couldn't get in touch with Kenneth Raman, I did try.
|
||
|
|
I just went to free SVG and pulled a bunch of artwork, and it was all stuff that was
|
||
|
|
like, yeah, literally scanned in from, you know, random sources, like, mostly, like, I
|
||
|
|
think comic books from the 40s and 50s, like horror comic books, like, I can't think of
|
||
|
|
any of the names all of a sudden.
|
||
|
|
I literally own several of them, so I don't know why I can't think of their names.
|
||
|
|
Anyway, they're old.
|
||
|
|
They're horror comic books, and they're great, and they're super cheesy, and they're wonderful.
|
||
|
|
But I managed to grab, like, some artwork that felt kind of atmospheric to me, and I put
|
||
|
|
them on white cards, black ink, put the original text or callouts to the original text on
|
||
|
|
the bottom of the card, and that was it.
|
||
|
|
Like, I was done.
|
||
|
|
I made the card game.
|
||
|
|
It's done.
|
||
|
|
I play it all the time.
|
||
|
|
I love it.
|
||
|
|
It's literally one of my favorite games.
|
||
|
|
I mean, I'm not taking credit for the game design.
|
||
|
|
I didn't make the game.
|
||
|
|
I just re-implemented the cards, and it's all from free SVG.org.
|
||
|
|
That used to be OpenClipArt.org, by the way, is free SVG as sort of the successor of
|
||
|
|
OpenClipArt.
|
||
|
|
OpenClipArt went wonky.
|
||
|
|
So freeSVG.org is a great resource for, you know, if you're ready to embrace minimalism,
|
||
|
|
and if you have no expectation in terms of, like, the artwork that you're going to find.
|
||
|
|
Like, if you're looking for something specific, you're not going to find it on free SVG.
|
||
|
|
FreeSVG is about diving into a pool of lots and lots of stuff and just rummaging, rummaging
|
||
|
|
through it all.
|
||
|
|
Okay.
|
||
|
|
So that's freeSVG.org.
|
||
|
|
Another one.
|
||
|
|
Just as great, just as bad.
|
||
|
|
OpenGameArt.org.
|
||
|
|
OpenGameArt.org is very, very geared toward video games, and you have the same problem.
|
||
|
|
It's just a bunch of random stuff made by random people for random reasons, and for whatever
|
||
|
|
reason, they ended up putting it at OpenGameArt.org for anyone to use.
|
||
|
|
That's great except that you can't find anything consistent.
|
||
|
|
You will find a great looking sword icon that you'll think this will be perfect for my
|
||
|
|
digital card game, and then you'll think all I need now is a treasure chest.
|
||
|
|
That'll be easy, and you'll go and look for a treasure chest, and you won't be able
|
||
|
|
to find one except that one that's like eight pixels by eight pixels because someone
|
||
|
|
developed it ten years ago for an Nintendo Game Boy mod that they were doing.
|
||
|
|
So you won't find anything consistent, and then so you'll have to, what you'll end up
|
||
|
|
having to do is find all of the artwork within the realm of what you're looking for, and then
|
||
|
|
you'll have to find the common thread, and that will be the look of your game.
|
||
|
|
You didn't imagine your game to be a pixel art dungeon crawler.
|
||
|
|
Well, now it's a pixel art dungeon crawler because that's the art you could find.
|
||
|
|
It works.
|
||
|
|
It's just not, you feel the compromise as you're making it.
|
||
|
|
That said, it can work really well.
|
||
|
|
I made a game, a little card game, and I used, I think, eight different artworks from OpenGame.org,
|
||
|
|
and it worked brilliantly.
|
||
|
|
It was really nice.
|
||
|
|
It had a little bit of fantasy, a little bit of sci-fi.
|
||
|
|
It was just kind of one of those worlds where it was like, yeah, we got both.
|
||
|
|
We got cables and computers, and we got wizards doing scroll spells.
|
||
|
|
It's fine.
|
||
|
|
You just have to, the look and feel of your game gets determined for you.
|
||
|
|
Then I got two other resources that I think could actually be useful.
|
||
|
|
These are pretty good.
|
||
|
|
ArcMage is an open-source card game.
|
||
|
|
That is ArcMage, a-r-c-m-a-g-e.
|
||
|
|
You can find it at arcmage.org.
|
||
|
|
It's an amazing project.
|
||
|
|
They're working really hard at making a trading card game that is open-source.
|
||
|
|
Think Magic the Gathering, or I guess probably like Yu-Gi-O, or Pokemon, or something like
|
||
|
|
that.
|
||
|
|
It's open-source.
|
||
|
|
It's sort of a low fantasy setting, and it's an attack, your opponent kind of card game,
|
||
|
|
where you build up a little army in your deck, and you figure out what attacks, what, and
|
||
|
|
so on.
|
||
|
|
It's a really, really, very cool little card game.
|
||
|
|
I have two boxes of it.
|
||
|
|
I ordered them and had them shipped all the way to New Zealand, which was not cheap, but
|
||
|
|
I really, really wanted to support the project, and it's just a really, really, it's really
|
||
|
|
cool.
|
||
|
|
It is a neat project.
|
||
|
|
I'm really super glad to have two card sets from it, and you know, you look at it and
|
||
|
|
you're just thinking, well, this is open-source, where do they source their art?
|
||
|
|
And they source their art from lots of different places, but they do it in such a way that
|
||
|
|
it mostly looks consistent, and it is all open-source artwork.
|
||
|
|
So you could borrow the artwork for your own game assets, arcmage.org.
|
||
|
|
Some of it comes from Battle for Westnoth, the strategy video game, others, other things,
|
||
|
|
they've just obtained permission to use it under a Creative Commons license.
|
||
|
|
I think some is probably drawn specifically for the game.
|
||
|
|
It's just, it's a lot of art assets that you could feasibly use.
|
||
|
|
Go to arcmage.org slash artwork, and you'll find all of the images that they have, or
|
||
|
|
you'll find a link, rather, to all the images that they have.
|
||
|
|
And there's, you know, there's, it's a mix, it's like low fantasy, so there's some sort
|
||
|
|
of things that would be suggestive of like, wizardry and fairies and things like that,
|
||
|
|
but there's a lot of just sort of generic medieval stuff as well.
|
||
|
|
But it's mostly consistent in look, but I mean, it is a certain look, right?
|
||
|
|
I mean, it, it, again, you're, there's a compromise being made here.
|
||
|
|
You're saying, okay, well, I'm going to use art that looks like this, but I mean,
|
||
|
|
that's without, without, without commissioning art, like that's a compromise that you're
|
||
|
|
going to be making.
|
||
|
|
The other resource with art pre-existing is my own game on GitLab.com slash not clatu slash
|
||
|
|
petition dash card game that's petition P E T I T I O N dash card dash game on GitLab.com
|
||
|
|
slash not clatu.
|
||
|
|
This is a card game that I developed a couple of years ago and commissioned artwork for
|
||
|
|
and then released the art into creative commons.
|
||
|
|
So, and it was all done with open source software, created specifically.
|
||
|
|
So it's a bunch of art.
|
||
|
|
I mean, it's, it's a bunch of medieval looking people, a couple of fantasy-ish, like there's
|
||
|
|
like sort of a goblin slash, I don't know what would be like orc maybe, or really a goblin.
|
||
|
|
I think there's a swamp creature.
|
||
|
|
You know, there's, there's like some things that are like, oh, that's fantasy.
|
||
|
|
But mostly it's, again, low fantasy, like a lot of medieval type of stuff.
|
||
|
|
Not very dynamic.
|
||
|
|
I, I realized well after commissioning the art that, as an art, the art ordering itself
|
||
|
|
is a, is a skill and you don't really think about that.
|
||
|
|
But being able to describe, again, kind of like a dynamic pose and really making sure
|
||
|
|
that your cards have, have action-oriented things happening on them rather than just,
|
||
|
|
just, they just all look like portraits, though that's, that's a skill that I didn't have
|
||
|
|
at the time.
|
||
|
|
So if I ever get to order art again, then I'll, I'll be sure to be a little bit more dynamic
|
||
|
|
about my art orders.
|
||
|
|
Well, no, and actually, you know what I have ordered art since then and, and I did.
|
||
|
|
I, I learned my lesson.
|
||
|
|
I had a lot more dynamic poses later on, but those weren't for cards, those were, for
|
||
|
|
like books and things.
|
||
|
|
So anyway, that's something that's free to use as well and creative commons get lab.com
|
||
|
|
slash not clattu slash petition dash card dash game and those, so arc mage and petition
|
||
|
|
are the kind of the two sources of like, here's a bunch of consistent art.
|
||
|
|
Both happen to be low fantasy.
|
||
|
|
You could feasibly use them.
|
||
|
|
They exist.
|
||
|
|
And then after that, there's just little long shots.
|
||
|
|
There's artstation.com, there's deviantart.com, both of those specialized in giving sort
|
||
|
|
of a home to artists, but there's really not a, a huge culture of like creative commons.
|
||
|
|
I mean, art station, I think, even less.
|
||
|
|
So like, I don't even know if there are creative commons assets on there at all.
|
||
|
|
That's not true.
|
||
|
|
I know that there are some not a lot, though, deviantart.com, I feel has gotten less focused on creative
|
||
|
|
commons over the years.
|
||
|
|
I could be making that up.
|
||
|
|
That's just my impression.
|
||
|
|
There's a lot of stuff on there.
|
||
|
|
And so once again, you're just going to have to, you, you, it would just be looking through
|
||
|
|
a bunch of things, hoping to find something that looks vaguely similar enough to something
|
||
|
|
else to think, yeah, this could come from the same game.
|
||
|
|
Yeah, sure, that'll work.
|
||
|
|
It's difficult.
|
||
|
|
The, the other like obvious option, possibly, is, you know, any of the online art generation
|
||
|
|
things that are happening right now, like, what is it mid-journey or something like that?
|
||
|
|
Like, I've seen several books lately that, that have come out for role-playing and, and
|
||
|
|
they just say, like, right on the book, like this, this book contains artwork generated
|
||
|
|
by AI.
|
||
|
|
And that's, that's their art credit, you know, and I don't know, like, that seems like
|
||
|
|
it's going to be a, that's definitely a developing thing, right?
|
||
|
|
I mean, like, is that a real option for, for, for, for what you're doing?
|
||
|
|
I don't know.
|
||
|
|
Like, it is something that might be an option.
|
||
|
|
It may not be.
|
||
|
|
And, and I don't think, like, I think the, the, the really good renders, I think are going
|
||
|
|
to cost money.
|
||
|
|
I don't think they're going to be the ones that you just type into a search engine, you
|
||
|
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know, how, how I make free art with AI.
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Like, I think, so I think there's going to still be a cost associated with that.
|
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And then there's, there's the whole question of, like, well, if I'm going to an AI for
|
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art, am I robbing an artist of a paycheck or something?
|
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And I don't know.
|
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Are you, I mean, like, how much would you pay an artist if you weren't paying an AI?
|
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|
Probably you're, you're, you know, I don't know.
|
||
|
|
The, the, you'd have to look at the cost benefit analysis and then whether you want to support
|
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|
|
a computer or support a person, it's, it's a, it's a big question mark.
|
||
|
|
Nobody, nobody knows how this works yet.
|
||
|
|
I don't think.
|
||
|
|
So, I mean, people know how things work.
|
||
|
|
I'm saying, I don't know that anybody's really comfortable with, like, sort of how we're
|
||
|
|
all, like, what, what is this market?
|
||
|
|
Like, what, what is this exactly where the AI isn't obviously generating art just from
|
||
|
|
its own imagination, because it doesn't have an imagination, it's a computer.
|
||
|
|
So it's, it's, it's basing it off of artwork online.
|
||
|
|
How do you feel about that and so on?
|
||
|
|
So lots of big philosophical questions there.
|
||
|
|
And then you have to temper those philosophical questions with, like, the reality of, like,
|
||
|
|
well, look, all I want to do is make a cool looking art work card.
|
||
|
|
Like, that's, that's my goal.
|
||
|
|
Like, what, how am I going to do that?
|
||
|
|
I don't know.
|
||
|
|
I have only commissioned artists who use open source tooling and who are willing to release
|
||
|
|
into Creative Commons.
|
||
|
|
That's, that's the line that I've drawn so far, but they're hard to find.
|
||
|
|
It's like really hard to find as someone who specifically uses open source tooling and
|
||
|
|
is willing to release into Creative Commons.
|
||
|
|
Like, those are just, sometimes you can find one, not the other, sometimes you can't
|
||
|
|
find either.
|
||
|
|
And then you have to pay, you know, like, and you're not making any money off of the
|
||
|
|
thing probably.
|
||
|
|
It's, it's tough.
|
||
|
|
It is tough.
|
||
|
|
I mean, it's no, it's no tougher than it's ever been.
|
||
|
|
Like, these are all questions that creators, content creators have asked themselves since
|
||
|
|
forever.
|
||
|
|
It's just the specifics are a little bit different.
|
||
|
|
So I don't know.
|
||
|
|
Hopefully, some of that is useful there.
|
||
|
|
It meets the brief and the brief was, do you have thoughts about creating game assets?
|
||
|
|
I did.
|
||
|
|
I have provided them here.
|
||
|
|
Hopefully they were useful or insightful or informative or made for a good half hour
|
||
|
|
of listening.
|
||
|
|
And you record a show about something that you're interested in.
|
||
|
|
Thanks for listening.
|
||
|
|
Talk to you next time.
|
||
|
|
You have been listening to Hacker Public Radio at Hacker Public Radio does work.
|
||
|
|
Today's show was contributed by a HBR listener like yourself.
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|
If you ever thought of recording podcasts, you click on our contribute link to find out
|
||
|
|
how easy it really is.
|
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|
The hosting for HBR has been kindly provided by an honesthost.com, the internet archive
|
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|
|
and our things.net.
|
||
|
|
On the Sadois status, today's show is released under Creative Commons, Attribution 4.0 International
|
||
|
|
License.
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