During lockdown, a client commissioned me to create the visual design and hard copy prototype of their dice game. This post shares all of my processes and stages used to help create the packaging mockup, as well as some of the details involved in creating a prototype physical game.
To share the journey, let us begin with what the game was supposed to be!
What is ‘Eager Elephants’?
Based on the initial instructions that were supplied to me by the client, ‘Eager Elephants’ was a dice game directed toward children and families. Although only in its earliest stages, the game was to be a reasonable size for a shelf, educational, and fun.
The hard copy prototype was to take that idea closer to reality.
It was a dice game that encouraged children to think creatively and problem-solve. But I must confess, I was not involved in creating the game mechanics – the rules are now hazy.
What Is a Prototype Sample Game? ( Alpha Prototype )
In this case, the ‘prototype sample game’ was the first draft sample to stress test how the game played and looked in real life.
This copy also offered a detailed look into what the final packaging may appear. This was not the beta sample or pre-release sample.
This alpha prototype was an early production copy. Below is a photograph of the sample product.
Here is more on my part in the project.
Creating the Box Lid & Cover Design – Graphic Design
One of my main roles in this project was to create the cover artwork for the box lid.
The cover artwork needed to set the tone for a game and excite those who picked the game up.
The design needed to appeal to an audience: Young Children, Mums, Dads and Families.
With that in mind, I tried to imagine the would-be customer handling the game on the shelf.
What was the game about?
Who is this game for?
Would my children, grandkids, or whomever be excited by this game?
With some of those base questions, I then considered ‘the how’.
Although this was only an early sample, I still had the idea in my mind that this would become a real game. When handling the game, I wanted the potential buyer to feel excited by the game and potentially purchase this from my client. This is exactly how I would want to think about this game.
When designing a piece of packaging or cover artwork, I try to put myself in the shoes of the client. When working on a design project, I try to avoid pressing my tastes onto a piece of design, this can cloud a customer’s first approach to a project. Ultimately, it will be the end customer and purchaser that will be the product.
Not me, not the client, the customer.
I wanted the would-be buyers to feel excited by what they saw. Enough so that they may even take the game to the till to buy!
*I was not involved in creating elephant illustrations FYI.
Creating the Box Bottom / Back For the Prototype
Purely aesthetic, I wanted to create a contrast in colour that complemented the already bright yellow on the box. In this example, I used a blue.
Soft on the eyes and a great background colour, it still made it easy for any customer to pick up the box and scan the content that was written on the back.
The contents, bar code, and conformity were designed by me in such a way as to make it the box easier to navigate and find useful information.
As with the top. I worked with pre-existing cutter guides.
Graphic Design For The Rules & Scoresheet
If truth be told, my part in creating a scoresheet was considerably lighter than the rest of the project. Much of the score sheet had already been considered, I just added the finishing touches helped in getting it printed, and added that final sugar coating.
Helping The Client To Get The Prototype Sample Manufactured
Another key stage for this assignment was for me act as both the guide and intermediary for getting the prototype manufactured. A daunting process, even for those with experience!
After I had run through the stages and processes with the client, I set about getting the artwork print-ready.
Once the core aesthetic was complete, this is what followed:-
Getting Prototype Sample Game Ready For Print
Finalising artwork
Colour-proofing and checking artwork
Working closely with the manufacturer and adhering to their rules and guides
Making sure the artwork is positioned correctly within the dielines and templates
Packaging design assets and sending this to print
After the prototype was manufactured the sample was sent directly to me to quality check the product before passing it across to the client. After this sample is checked by myself and notes taken, I will then send the product to the client. I also retained a sample for future reference
For clarity, I want to be clear on what stages and processes I wasn’t involved in this project. Please read below.
I didn’t work on the elephant drawings
Although I am an illustrator, as well as a designer. I did not create the elephant illustrations. These were supplied before I got to work on the graphic design. The credits are mentioned on the packaging box.
Game mechanics
I have been commissioned to come up with game mechanics on previous projects, but this was not the case for this project. I was commissioned to create the visual design, packaging, and sample of this project.
If you are interested in seeing how I have been involved in working in-game mechanics in the past, this post may be of interest. Testing game mechanics.
Creating a board game prototype. It was past time I shared a new project on my blog, and in this post, I wanted to share my efforts in making a board game prototype.
These are some of the processes used for creating a board game prototype for a past client – ( Conway Council ).
I would like to say that the initial brief was simple, and in truth, it was simple, on paper at least. But it was also simple to point out vague.
Nuances came up that I had never experienced in my career so far. I could tell that the people commissioning the project, were not familiar with working with board game designers, and that was fine.
I was also there to help and guide them.
From the outset, I knew I would need to roll my sleeves up to make a playable game. Like the image shows.
What I gleaned from the initial brief:
The board game needed to be educational
Palatable for teenagers
And teaches teens about the hard knocks of life ( and youth homelessness )
Conwy Council was going to use this game with charity organisations such as Shelter and other companies based in Wales.
Core steps and processes used in making this prototype
Discussed the initial brief. After a basic telephone call.
Create the first brief ( the entirety of the project was actually several smaller projects ).
Created very rough rules
Creating the initial game mechanics based on the rules
Visual design, characters, rules, packaging, and general graphic design art direction
Create a design-ready prototype for photography and further development
Worked as the middleman, project manager, and between client and ad prototype manufacturer
Creating a board game prototype ( overview )
The aim of the game was to create something that teaches children and teenagers the dangers of youth homelessness. It is the ‘gamification’ of how to better manage personal finances, and work with general property pitfalls and debt. All these situations can lead to you losing your house and home.
For the brief, I was initially given a spreadsheet of depressing phrases that were more akin to a sad flashcard game than a board game. I used these phrases and situations as inspiration for the game mechanics. These phrases acted as a springboard.
After all, the main purpose was to create an educational game with a root meaning: try to look after yourself and not end up homeless.That, would be my hook for how you lose the game.
But even with the best-laid plans, and being careful with money, things can occur. That is another core mechanic built into the rules. It was another lesson subliminally buried in the core game play.
1 ) Crafting the basic rules
When creating a board game prototype, a viable game mechanic and rules are essential to a game that is both playable and fun.
I hate it when you buy a board game and realise that gameplay is not only flawed but utterly broken. I feel cheated.
When making the rules, I didn’t want to make the game so hard and depressing that it completely crushed the players’ souls. The game ‘could’ be beaten.
Notes were taken, the game was enhanced, and artwork was then ( Note then, after making a playable mock-up) created.
Here is more on creating a mock-up for creating a board game prototype.
2 )The first iteration of the game
In the very early form of the game, I constructed it from bits and pieces from my studio and my partner’s office. Nothing fancy.
Photo taken from the earliest iteration of the game.
When creating the early form of the board game prototype, here is an example of those bits and pieces.
Creating a board game prototype – Alpha Scrap Components
Post-it notes
Bits of bric-a-brac as game pieces
A sheet of white A3 paper
Note paper
Scraps of paper as currency
As I said, nothing fancy at all when developing the game mechanics.
It was whatever I could fashion together to make a playable game. For this project, this was all that was required, but you can buy prototype kits also.
Once I had established some very basic rules and core game mechanics. I then set about testing what some of the different cards might work and play like.
Seeing what components you need earlier in the development process rather than later, will save time, money, and headaches. You can then move on to the graphic design stages and artwork. Which brings me to the next part.
3 ) Characters & the visual design for creating a board game prototype
Once the first iteration of a playable game was created, I stress-tested the rules. I then set about creating some initial visual design for the game – the graphic design.
I sketched out some characters, titles, the general look and feel of the game, and the cover of the box of which there were several iterations. And a segment for the game board for the client to see. I will often refer to this stage as ‘Early design, design roughs, early development or first phase of development’.
There is no use in creating an entire project only to show the client at the end something they don’t like. Make life easier on yourself, and create a sample. Speaking of which, here is a sample from this projects of some of my process and journey.
Initial artwork for a board game ( design ideas )
in this part, you can see me experimenting with different card designs to present to the client. The preferred cards would be funneled and developed further in later stages.
Creating a general look and feel for the cover and some of the typographic experimentation. This is in essence part of the cover and box packaging ( including the cover art )
4 ) Graphic Design & Core Components ( Development )
Below are some of the components I designed and illustrated for the prototype. After the first stages of the visual design which was a large part of the project, the ideas that were short-listed were developed further.
These designs were readied in Adobe Illustrator before being imported into a cutter guide. These cutter guide templates and PDF’s were then sent off to a factory for a batch print. ( although I made a more basic version for further playtesting )
The same premise was similar to the cards, rules and the first designs, only polished and developed further.
When creating a whole game, I always advise my clients to play test their games, and this project was no different.
Being the one at the helm of making a fully working game, I wanted to practice what I preach. And if money would have allowed, I would have carried out more player testing on a wider audience.
Then playtest it again. And then… when you have had enough. Playtest it once or twice more.
I have a post here ( the play test of a client project ) that goes into greater detail. This is another important stage when creating a board game prototype.
6 ) Take notes from the playtest, and adjust accordingly
After watching real players play the game on 3 separate occasions, I took notes on people’s play styles.
People playing board games try to break the rules. Many players I have witnessed when creating a game will try and break or circumnavigate ( cheat ) the core rules or ‘interpret’ the rules differently. There is no right or wrong here, you need to observe and shut up as a board gamer developer and see how people may realistically play your game.
Remember this when making a board game.
For this project, I had to tweak some of the rules, re-jig the board, and amend the artwork after running the latter playtests.
Although I was by and large relieved, not much needed to be amended. Mostly re-working and some graphical aspects of the board, and rewording. This comes under “development”.
7 ) Final Stage – helping the client get a prototype made
In addition to coming up with the core design, the rules, making a playable prototype, play testing, and everything else in-between, that is involved with making this game. I was commissioned to liaise and organise a prototype production of the game.
Basically, I helped to guide the client through the first iterations of making a viable, polished prototype. ( and the batch production ) I amended or prepared the artwork as was necessary for prototype makers.
Here are some photos of the board which I took on my bridge camera, and isolated on white in Photoshop.
Creating a board game prototype | The Unique Challenges
This project came with a range of different and unique challenges that I’ve never encountered before.
Initially, I wasn’t given an exact brief outside of “make a game”. The initial brief that was given to me amounted to little more than a set of unfortunate key phrases listed inside an Excel spreadsheet.
This did not amount to a full brief. I had to convert these statements listed in Excel, from a long list of misery into a playable game to educate children and teenagers about youth homelessness.
Here are some details about the projects, and lessons I may have learned!
Wordy
Fundamentally this is an educational game and not a game for fun sake.
Instead of creating 2 different languages for the game, 2 languages were usually next to or near to each other which did offer some unique challenges for the graphic design. This was carried through not only on the cards but all visual and written components of the game. I feel I managed to make it work though – just. Please observe this card again with the double language on a single face.
Unable to read Welsh
I have nothing against the Welsh language, I just don’t know how to read or write it.
With this in mind, this is potentially one of the most unusual challenges I’ve had to work with on a project. Not being able to read or write the copy whatsoever, even at a superficial level posed a significant challenge for this project.
By and large, I technically didn’t need to know how to speak, read or write in Welsh. But, when copying and pasting the Welsh language onto the cards, even by happenstance, I couldn’t flag any issues.
You may be correct in assuming as I am not the copywriter, that I don’t need to worry about it. But in the same breath, I needed my client to complete and finish this project. I needed to be paid. And generally the more eyes on a project, the more likely you are to pick things up and share your concerns. I was unable to do this here.
Waiting and relying on their team to spot or change their mind with the wording on an already very wordy game, made this very challenging to work on in the latter stages.
A member of their team could amend the text on their side, For me to spot these edits was near impossible and impractical in both capability, time, and budget.
As a designer, I was sympathetic to the product and helping a business make a sale, not all designers think like this, especially junior designers or design generalists. Not all graphic designers, think and operate in the same way. I was taught how to design for retail, build a brand, etc.
I understood that the packaging needed areas for barcodes, addresses, strap lines, age badges, warnings etc. In addition to all of this, making games appealing to the masses and shelf-ready.
For this project, the above didn’t necessarily apply, as it was for demonstration purposes mostly in an educational setting such as a school or town hall.
I hope that Conwy Council took care of this game and that children are enjoying it, and playing today… and perhaps better off than some of the characters I created for the project as part of the vector art.
Project Post | Creating a board game prototype, Testimonial
Working with beta testers… creating board games isn’t easy! A crucial and oftentimes overlooked stage for creating a commercial board game is the beta and alpha testing.
I was commissioned to create a board game prototype to teach children about youth homelessness. My primary role was – mostly – visual design and gameplay, and illustration. And… consulting and guidance on creating a game.
When working with Beta testers, I tried to create an environment that was open and invited constructive feedback.
While I took notes, I allowed the Beta testers to play how it suited them to play. Down to opening up the initial black packaging box to reading the rules, in whichever order they chose.
Setting up the Playtests for a board game prototype
This was my first playtest in quite a while. In the past, I have been involved in both helping to set up alpha testing and the follow-up stages of a Beta test. Beta testing on behalf of a 3rd party client was a new experience for me. And there was a lot involved.
Before preparing 2 different environments for beta testing. I had to get the testers to sign NDAs on behalf of the client.
It should also be noted that a large amount of effort was involved to find both beta testers, and finding a space to carry out the beta testing. Money also needed to be paid to the venue for lunch.
Alpha Testing vs Beta Testing
There are some key differences in the alpha and beta testing stages. With alpha testing, this is often a case of a game or game prototype being experimented with and developed internally. In my case, I was the first tester of the rules. I created the rough rules to see how the game mechanics may work and wrote these down as I went along. This is typically the very early stages of creating a working board or card game. The more alpha testing you can do before going to external beta testing, the better.
Beta testing the game involved finding other parties to look at and play the game. These people had never read the rules or knew what the game was or anything. Once I sourced the beta testers, found spaces to play the game – this then set about into motion the gameplay.
The beta stage is the more developed stage of creating the game prototype.
Creating the gameplay | My experience of working with beta testers
I was involved in creating the initial gameplay as well as working on all the visual design for game. This was part and parcel of the commission of the game project – from top to bottom. Finding board game testers can be tricky ( external website on finding beta testers ) , but I feel that these beta testers offered tremendous value to creating the board game prototype.
Here are some initial screen grabs from the playtest. An important stage when creating a board game prototype.
The first draft low-fidelity prototype
The later stages of the playtest | working with ‘other’ beta testers
I would advise when doing a playtest of your game, to try the game on people you don’t know. ( although I do know Paul here – thanks Paul, Paul is also a drummer I’ll have you know! ) The wider the pool of people… the better. Below are some visuals of the playtesters in action doing their thing!
And me… taking notes on how the game is being played.
Doing these live tests is not always easy on the ears. But they can be essential for making a better and more rounded board game.
A special thank you to the playtesters for this game
This lot should be proud – although the Conwy Council may not know the names of the playtesters I would like to announce who helped make the prototype a more rounded and playable experience.
( me, I was the first tester ) Faye Willets + Family, Helen Edmonds, Jake Joung, Paul Whibley, Steve – and a Special thank you to Liz Chadwick for introducing me to some fellow playtesters!
If you would like any advice or a design service to design your board game you can read more here – freelance board game designer
Are you a playtester?
If you are a playtester for board or card games? Feel free to drop a message across with a bit about you, what you do, where you are based, age, your demographic, and the types of games you like to play. ( please note that many of my playtesters are currently based in the South East – UK )
Are you looking for playtesters?
Playtesters or beta testers can be tricky to find if you are just starting out. This article here on Dragon Bone games About finding playtesters may be helpful – ( Alpha ). Or if in the later stages of development – where to find Beta Testers. ( external website )
Notes – On Prototype
It was a fun project to work on. I would like to say I have no idea what the mass production or future edition of the game will look like but either way – I was happy to be part of the pre-first edition of the gameplay.
Are you looking to create a board game? I was involved in the visual look and feel of the game along with the vector character illustration. Feel free to get in touch if you want to discuss your game project!
Jimmsdesign – Game content and design Copyright Conwy Council and its respective partners ( artwork shown for portfolio purposes only )
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