Lots of hard work – part 1

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When David and I sat down and decided to create our own board game a year ago, we really didn’t understand just how daunting a task that really is. After being a part of Cargo: Dead in the Water from inception to launch, I can say that coming up with the theme and concept for our game was much easier than the production phase of our game.

As mentioned in my earlier post, the concept for Cargo: Dead in the Water came together rather quickly and smoothly. We knew we had a great game on our hands, but it was just a prototype, and there was still a lot of work to be done particularly in the areas of design, and on the business side of things.

We knew that to be successful on KickStarter we needed our game to not only be fun, but look good. That is why we hired Brigid as our artist. Brigid is a local artist, who studied both here in Saskatoon, Canada but also in Cambridge, England. Her background in art history also proved valuable in ensuring that our game looks unified and authentic. Brigid painted the artwork on our box and cards. She also assisted David in designing the map for our board. She was able to take our vision and not only match it, but exceed it.

There was much more design work than just the cards, board, and box. There was also the design of our ship pieces. We came up with a rough concept for our ship pieces and ordered some 3-D printed pieces. We used those for a while with our prototype, but then David began the design of our finished product. This proved to be a very difficult task. We wanted our ships to look authentic to the time period, but they also needed to be functional for game play. In our game, the ships need to be able to hold the cargo pieces. Considering this, and the fact that our pieces need to be able to pop out of a plastic mould, left us facing a decision, whether to have a sail on our ship, or a rail that would help hold the pieces in place. We considered many different designs and ended up purchasing a 3-D printer so we could test some of these designs ourselves. In the end, David was innovative enough to create a design that could have both a sail and a rail.

Part 2 coming soon