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Total Blast – Development Diary #5

by Ben April 07, 2025 in Art, Total Blast 0 comments tags: board game, card game, total blast

Total Blast Promo

Sorry for disappearing!

 

Continuing on from my previous post, I've continued work on my new card game Total Blast. What is it?

 

"Soon to be the world's best two-player card battle game — strategic, fast-paced, and packed with stunning artwork. Easy to learn, endlessly replayable, and designed for those who crave the perfect mix of skill and excitement!"

 

I had a goal: to a single handily create the game entirely from scratch- from concept to creation.

 

I'm no stranger to creating bigger projects on my own. For example, my How-to-Draw books were solo projects for the most part, other than the occasional check-in with my publisher's editor and graphic designer. Of course, the main benefit of my book projects was not personally needing to worry about sales and marketing. This was something the publisher handled.

However, I soon realised, tackling even a relatively small-scale game like this on my own was not going to be a quick to complete task. In fact, I pretty much went silent on the project for 2 years! I'm sorry for that. I think the whole thing just overwhelmed me, so I put it on the back-burner.

But, I have news! I've been making slow, steady progress over recent months. I'm determined as ever to make the project into a tangible product. It would be a travesty to not get such a fun game out into the world for players to enjoy. Not to mention, I'd feel horrible if having to throw out all the work put in to it thus far.

 

[caption id="attachment_7883" align="aligncenter" width="651"]total blast game prototype Latest prototype now completed and game is being tested and enjoyed :)[/caption]

 

Progress

 

It took around 7 months before making the previous Development diary #4. Then a further 2 years to get to this one - diary #5. In that time lots of jobs are now completed:

  • The Rule book jumped from being on version 2.5 to 3.3. That basically means it's now more or less complete, including an initial interior layout design.
  • I printed out a new prototype with upgraded card arts.
  • The game has now been play tested dozens of times.
  • Character artwork all finished (which was the biggest task, art-wise)
  • Promo Flyers were printed and handed out.
  • Today I crafted the initial Cover artwork.

Updates are also being posted on the Total Blast Facebook group. If you'd like to follow along there, be my guest :)

[caption id="attachment_7888" align="aligncenter" width="1240"]total blast flyer Total Blast Flyer- this was handed out at shows I'd attended over the last year[/caption]

 

Art Development Overview

As I mentioned in my last update, I wanted to add characters into the mix. Initially I thought about using a fun, chibi style like this little knight:  

GenericChar 

For some reason, which I can't even remember now, I decided to scrap the cute, chibi style and instead make the characters a little more bad-ass! Characters now included are:  Thief, Ninja (below), Mage, Merchant, Spy, King, Alien. One representing each of the cannon types in the game. Plus, I've included a special, secret one I'll reveal later! Here's a little demo showing how I went from sketch to something a little more refined:

ninja sketch

 

What’s next?

  1. I need to figure out how much this game will cost to produce. I will begin gathering a few quotes- both to print here in the UK and in China.
  2. I'll also look into fulfilment centres. I want to find out if it's worth getting copies of the game sent straight to foreign countries rather than ship out games from here in England.
  3. Create a Box / packaging mock-up.
  4. Find ways to promote the game. Ultimately everything will hinge on this! I'd like to order 500-1000 copies manufactured minimum. Yet right now, I've got no more than half a dozen potential customers interested!

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Going Traditional – Creating Original Anime Marker Art

by Ben August 16, 2024 in Art 0 comments tags: art, artwork, new art, original art, sale

Creating Neon Anime Cyberpunk Girl in Markers

Artist says goodbye to digital art

 

To be honest, when I first began my artistic journey, I was scared of traditional media. As a kid, I'd grown up using pencils and paper, but the thought of adding colour with ink or paint terrified me. What if I made a mistake? Unlike my go-to Photoshop App, there's no Undo button!

Strangely enough, the cure to my fears was to learn how to tattoo. I spent over a decade tattooing on a part-time basis. I then realised once you've tattooed another human, or in my case hundreds, making mistakes on paper becomes a trivial concern. 

While I have no plans to give up digital art, I'm pleased to be able to add traditional media options to my artistic skill set.

 

Art sold, and new art for sale

 

I first began taking private art commissions over 20 years ago. The most common request was to draw people's family members or pets in anime style. After a while, it felt like I strayed away from working on the kinds of images that made me want to pursue art in the first place. I then began putting out artwork I had a genuine interest in. Anime, game, tattoo or comic book related. Be it original character creations or fan art.

 

It worked! Everything I've put out as art prints has gone on to sell at least once. And hundreds of times in some cases.

 

Admittedly, some of my art didn't hit the mark. To this day, there's certain artworks I've created which I love, yet they don't get the appreciation that other pieces in my store do. As an artist it can be hard to know what will resonate with your audience. But I still believe that, working on what I want seems to be the best way to ensure my enthusiasm and achieving the best results I can.

[gallery columns="2" size="medium" type="rectangular" link="none" ids="6730,6726,6727,6728,6725"]

It paid off recently when a buyer here in the UK bought the marker-coloured artwork above. Many thanks. She's Akio - a skilled female space pilot, who had dedicated her life to protecting humanity from any threats that might endanger it. Her final mission was to take on an invading alien race, which had been slowly but surely making its way towards Earth, leaving destruction in its wake. 

 

It seemed wise to add several other new pieces to my online store. These included:

 

Nyx

Once a child from the darkest depths of a sprawling, dystopian city, she was moulded into a lethal weapon by a shadowy organization that exploited orphans. Now a rogue operative, she navigates the underbelly of a corrupt, high-tech world, using her skills to dismantle the power structures that created her, leaving a legacy written in blood and shadows…

I wanted to go full-colour with this one. Neon pink light and neon green accents give it vibrance.  An anime character who's fun, confident and a little devious, stood against the death and destruction of her past.

[gallery type="rectangular" columns="2" size="medium" link="none" ids="7604,7608,7607,7609,7603"]

 

Skull Astronaut

In the vast expanse of space, an astronaut’s final journey met an untimely end, the body drifting endlessly among the stars…

This one is more stark and monochrome, although the skull has a warm grey tint. I went on the make a more affordable art print version which has a more ominous red tint. I'd polled around 50 people which version they liked better and the results were split down the middle between this version and the red visor alternative. Although I will only ever be selling this monochrome version as a one-off original.

[gallery type="rectangular" size="medium" columns="2" link="none" ids="7384,7396,7394,7386,7449"]

 

Blood Fingers

In the depths of a dystopian future, where humanity teeters on the edge of extinction, there exists the myth of the Cyborg Reaper…

Monochrome, but with a hint of red. An girl with a dark past. Why robotic hands? Why the blood? I like these suggested narrative hints of her past.

[gallery type="rectangular" link="none" columns="2" size="medium" ids="7385,7387,7389,7390,7392,7599"]

  

Neon Orange Hikari

In the sprawling neon-lit underbelly of the cyberpunk metropolis, Hikari carves out her existence as a skilled mechanic and scavenger. Clad in armour that melds practicality with rugged style, she bears the weight of survival on her shoulders. Literally! Her neon orange-red eyes, burn with intensity hinting at her deep-seated resilience and fierce determination...

Warm and cool grey used on the character with a neon orange backdrop accent. While I love full-colour, vibrant art, I feel keeping the pallet super limited i.e. black white and grey + 1 accent colour looks awesome. It's also for sale, but would love to hang on to this one and will be sad to see it go. 

[gallery type="rectangular" link="none" columns="2" size="medium" ids="7622,7623,7624,7626,7619"]

 

Where to buy?

 

These new pieces all aim to blend subtle storytelling with vibrant or high contrasting tones, each piece reflecting a unique narrative or emotion. Crafted for fellow anime, game and sci-fi fans, using high-quality ink and materials to ensure vibrant, lasting colour.

 

If you would like to own one, they can be purchased directly via this website's store while available. All artwork is sent securely and insured with trackable shipping. The art is/will be signed in the bottom corner.

 

I always think, owning original artwork isn't just about decorating your space; it's about connecting with the artist's vision and bringing a piece of their creativity into your own life. Having met hundreds of other artists from various walks of life, I appreciate not everyone will resonate with my style or aesthetic taste. Although I also know there will be a small selection of people who view my art and will say, "that's awesome!" - this artwork is created for them.

Your support means the world to me and helps fuel my creative journey.

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Re-organising Art Portfolio #3

by Ben May 17, 2024 in Art, Thoughts 0 comments tags: anime, art, art portfolio, frieren, update

Cyberpunk Header

Another Housekeeping post

 

Can I tell you a secret? There's artwork in my portfolio from 20 years ago. Characters I'd drawn in 2004!

My gallery deserved another tidy. I still like a lot of my older artwork, despite the fact that it might not quite represent my current capabilities. So, should I remove older artworks to make room for something new? Or re-work older images in an attempt to level them up a notch? I began making a few minor improvements to an older character art. An hour later, I realised it would probably be better to simply redraw it from scratch. And in that case, I might as well just start something entirely new instead!

Originally, I'd considered removing a dozen images from the site, but in the end, I just reworked the Orange Masked Girl below, adding extra splatter effects to make it a little more interesting. It's more full-on Chicano graffiti style now. This was originally one of six masked girls I created 10 years ago, in 2016. Time flies.

 

[gallery size="large" columns="2" link="none" ids="2987,7452"]

 

Frieren

 

I also uploaded a new artwork I'd created of Frieren. 

Frieren is an immortal elf from the anime / manga series "Frieren: Beyond Journey's End." A Dungeons and Dragons style JRPG tale. She travels through various lands, accompanied by her companions, in search of bettering her magical abilities, such as casting spells that turn the ground into a field of flowers. Through her encounters with others and the challenges she faces, Frieren's character explores themes of resilience, companionship, and the passage of time. Her journey serves as a reflection on the nature of immortality and the complexities of existence.

 

Frieren Step by Step

 

Here's a stage-by-stage process of how she came together. Sketch - > Cleaned, Ink lines - > Flat Tones and Shadow - Rendering and Background. 

frieren process drawings

The final stage was to adjust colours and swap out the background for something a little more harmonious.

Frieren Wall Art

Lastly, a couple of close up shots...

frieren close ups

The Frieren anime series shot up to the number 1 spot in the all-time best ever anime charts. It was good. Good enough for me to rate it a solid 7 out of 10, and to create fan art too. Although it's not quite able to compete with other anime I'd seen recently such as Dr Stone, Made in Abyss and Heavenly Delusion. I'm now feeling the need to create something less pretty and a little more bad-ass! Do you have any favourite characters from anime, games or films? An idea which might look cool? If you have any suggestions, let me know :)

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Becoming an artist again

by Ben April 24, 2024 in Art, Art Talk 0 comments tags: anime, art, art talk, artist, dr stone, fan art, hunter x hunter, manga, one piece

new ben krefta art
 

Life of an artist in 2024

 

It's been a while since I regularly sat down with the intention to create new artwork. Strange, considering the fact that I present myself as a professional artist. Although being a modern day commercial artist means not only creating art, but also doing all the jobs surrounding the sale of the art. This includes: initial market research to help decide what might be popular with customers; promoting art via social media and other channels; creating sales pages online for each product; attending shows and events to connect with customers back in the real world; or packing, posting, and resolving issues with online orders.

 

Basically the business of selling art takes up so much time that creating art becomes secondary. This doesn't seem right. People don't become artists because they like selling and performing admin jobs. Most artists create art because they have ideas they want to express or to share their own aesthetic sense with the world.

 

Who values the artist?

 

The trouble is, the world doesn't properly acknowledge and reward creative types. When a best selling book is written, the publisher earns more than the author. When a chart-topping song is released, the record label takes the lion share. When art is sold in a gallery, typically the gallery takes a 50% commission, yet the artist pays for the materials used to make the piece. When a collaboration between talented writers, musicians, and artists creates a box-office smash movie, it's the producers and studios that cash in. Am I wrong in thinking people with money make money by exploiting others' creativity? Do movie studio shareholders care where the money comes from? Or about the comparatively starving artists paid an insignificant sum to generate them a huge pay day? Does anyone care?

 

It's true that there are creatives who made big bucks. Michael Jackson, Pablo Picasso, and Agatha Christie are listed as all-time best sellers in their respective fields. Each generating hundreds of millions of dollars. And many creatives alive today are comfortably living off of their artistic endeavours. Although I'm not sure people realise that for every success story, there are thousands who tried and failed through no fault of their own. I've personally met hundreds of them.

 

Why am I mentioning this? Because I hate injustice. Why become an artist and spend years devoting one's life to a creative pursuit, perhaps sacrificing luxuries or even basic needs? It would make far more financial sense to pursue a job requiring far less skill and time investment. Of course, if you're creatively inclined, money isn't the goal. But if artists weren't undervalued and could at least pay the bills, that would be great. And in my case, I'd love to be able to afford paying a team to run the admin side of my creative enterprise, allowing me time to do the job I signed up for. Perhaps I'll get there eventually?

 

I don't want to sound bitter. Instead, I hope to raise awareness about the plight of the many skilled artist friends I have who bring beautiful creations into the world yet aren't adequately compensated. Also, I'm a realist who thinks it's useful to make a counterpoint to the typical go-getter 'you can do it' advice other successful artists will espouse. Sure, that's what people want to hear. It's optimistic and inspiring, but naive. Making a living from one's artistic endeavours is tough, and for some, it will be an impossibility. Let's not pretend otherwise. 

 

With that said, I am an artist, so I need to create things. I have 🙂

 

Three things I've been working on:

 

For the most part, I've been thinking about anime fan art. I'll be attending a few upcoming comic conventions and wanted to offer up some relevant character art. I thought it would be cool to show a few progress shots, going from the mid-way point to the final, finished article.

 

dr stone fanart progress shot

Here's Senku from 'Dr Stone'. It's one of the greatest shonen manga / anime series ever made. Also it was originally drawn by artist Boichi, who's got perhaps the most bad-ass style in all of manga. My typical workflow starts with sketch, which I then ink to replace the sketchy drawing with smooth, neat outlines. These are filled with flat colours. Then I indicate where the shading will go with a darker tone, which gives it an animation cel look. I could leave it there but I always want to add smooth rendering to really make things pop!

 

hunter x hunter fanart progress shot

Here's Gon and Killua from 'Hunter x Hunter'. As with Dr Stone, Hunter Hunter is top-tier shonen anime/manga. And I'm not the only fan- did you know the original author of Hunter x Hunter Yoshihiro Togashi gained over a million followers on X the day he opened an account! Often the term "fan art" is simply used to refer to art created by other artists of existing characters. The "fan" part isn't always true of some artists, but I truly am a huge HxH fan, so was happy to pay tribute to such a masterfully created story.

 

Nami fanart progress shot

Nami from probably the most popular anime series to date, One piece. After having watched 1100 episodes (yes, a crazy amount), I thought it was about time I created another One Piece artwork after Zoro. I tried to incorporate Eiichiro Oda's style, and at the mid way point I was concerned with it. Maybe it just needed more purple (my favourite colour)? 😁 I continued refining the shading regardless and am now happy with it.

 

When I was a kid I loved air brush art. Maybe it was something to do with being an 80s baby? All the book covers and video game covers I loved back in the day had that smooth blended 80s airbrush look. When I found out you could recreate it using Photoshop back in the late 90s, it became my go-to art style of choice. Even when I experiment with different line styles, or face styles, I think the smooth, gradients and blends at the rendering stage help tie my digital portfolio together.

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Creating Guts from Berserk

by Ben November 26, 2023 in Art 0 comments tags: #fanart, anime, anime art, anime artist, art, artist, berserk, guts, manga

Berserk Guts Title

What is Berserk?

 

Berserk, crafted by the late Kentaro Miura, is a masterpiece manga that plunges readers into a nightmarish medieval-inspired world. At its heart is Guts, the "Black Swordsman," a lone mercenary marked by trauma and tragedy. Miura's storytelling delves into the complexities of human emotion, portraying guts as a deeply scarred individual navigating a brutal and fantastical realm filled with supernatural horrors and human malice.

 

Guts’ journey, from his mercenary days in the Band of the Hawk to the traumatic Eclipse event, unfolds against the backdrop of a world teetering on the edge of despair. Miura weaves a narrative that transcends typical fantasy boundaries, exploring themes of destiny, friendship, and the pursuit of identity. Guts’ relationships with characters like Griffith and Casca add layers of nuance to the story, revealing the fragility of human connections amidst overwhelming adversity.

 

Berserk's world is a character in itself—a grotesque and captivating backdrop mirroring the psychological and physical struggles of its inhabitants. From towering apostles to the ethereal realm of the God Hand.

 

Berserk's success lies not only in its evocative art but also in Miura's ability to elevate manga storytelling. The series is a visceral journey through the darkest aspects of the human soul, challenging readers to confront the brutality of existence and the indomitable will to persist in the face of insurmountable odds.

 

It's more than a manga; it is a literary and artistic masterpiece. A legacy which endures through Guts’ epic saga.

 

Ben Krefta is on a journey to becoming an artist worthy of creating a Berserk fan art tribute

 

Berserk left a lasting impact on Ben, inspiring his creative journey and leading him to eventually create this artwork. His artistic growth mirrors Guts' relentless spirit, a character known for his resilience in the face of tough challenges.

 

Decades ago, when Ben first got into the dark world of Berserk, he was hooked on Kentaro Miura's storytelling. But back then, Ben admits he wasn't skilled enough to capture the depth of Guts' character. In fact he could barely draw at all! Despite many frustrations, his determination to continually improve, led to years of practice and honing his skills. Deciding to document his progress, Ben created these progress images and time-lapse video below showcasing the stages of shading and rendering. This wasn't just about the final artwork; it was a nod to the countless hours spent perfecting his craft, a visual journey paralleling Guts' struggles in the pages of Berserk.

[caption id="attachment_7089" align="aligncenter" width="714"]Guts from Berserk Art - Line Art Initial Line Art[/caption]

 

[caption id="attachment_7088" align="aligncenter" width="714"]Guts from Berserk Art - colour Art Planning Colours[/caption]

 

[caption id="attachment_7090" align="aligncenter" width="714"]Guts from Berserk Art - rendered Art Main Shading and Rendering Complete[/caption]

 

[caption id="attachment_7091" align="aligncenter" width="714"]Guts from Berserk Art - rendered Art A few final notes before completion[/caption]

 

The Video

 

The time-lapse video below reveals the evolution from an initial sketch fully rendered finished art. Ben uses Photoshop with his trusty Wacom graphics tablet to add colour, depth and texture to Guts' worn appearance. Each shading layer is a deliberate choice, using his signature comic book airbrush style to add contrast and vibrance into the artwork. The video captures the gradual refinement of details and subtle nuances breathing life into the two-dimensional drawing. It's not just a showcase of technique; it's a visual narrative echoing the arduous journey of artist and character.

 

Ben hopes that sharing the creative process, the struggles, and triumphs of Ben's artistic journey will inspire others, in the same way Guts and Berserk did to him. The final stages of rendering mark a personal triumph. The last brushstroke isn't just about completing an artwork; it's overcoming self-doubt and creative hurdles.

 

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Re-organising Art Portfolio #2

by Ben July 09, 2023 in Art, Art Talk 0 comments tags: art, new art, old art, update

I'm doing another tidy-up of my gallery

It's never an easy task deciding which artworks stay and which ones leave the gallery. There's usually at least one thing I still like about every image I've created.

When I was younger, I guess it's fair to say I had a small degree of aptitude when it came to art creation, but I've never been a naturally gifted genius. Creating each piece meant relying on a lot of grit, determination and trial and error over time to get artwork to a level where I was happy with the result. And therefore, removing any image from the gallery, effectively letting it die, always feels like a difficult job.

But with each passing year, my art gets a tiny bit better. I can see minor inconsistencies or errors with early work which bug me. And I ask myself, why am I presenting this as a representation of my capabilities?

 

Bye Bye Witch

Firstly- I created this anime witch art in September 2003 - 20 years ago! I'm amazed it stood the test of time, while many other artworks of that era had since been removed from my galleries. The face could use some tweaking and the background needs some work. There's a few other bits I'd alter to bring it up a notch. Having said that, I still like 85% of it. I'm going to keep it available for sale as a print, at least for now.

 

Goodbye to Cigar Girl

[gallery columns="2" link="none" size="full" ids="2313,7036"]

Cigar Girl - a Chicano / tattoo themed character I made up in 2009. 14 years ago. At the time I wanted to become a tattoo artist. As an exercise, I'd check portfolios from local tattoo shops and try to re-create their tattoos while attempting to improve them [see photo]. In the end, I went to the shop this tattoo came from, showed them my portfolio and and asked for an apprenticeship. They liked my work, but didn't give me an apprenticeship. I ended up teaching myself to tattoo. A job I held part-time for around 12 years.

 

See ya Skull and Snake

[gallery columns="2" size="full" link="none" ids="2312,7035"]

Skull and Snake – Again, this was a case of taking someone else’s art and attempting to improve it. The amazing thing about this one was the fact the original was created and drawn by an A-Level Art teacher [see egg-snake image]. Over the decades I’ve also attempted to land a job an an Art Tutor in a school or Lecturer at an art university. Other than a few short spells of 1-1 teaching and a one-off 2 hour Uni lecture whilst freelancing, I never managed to land a full or even part-time position. To be honest, I never understood how egg-snake man made it and I couldn't? For now I will have to impart my teachings through my How to Draw Manga book. This Skull and Snake artwork will, for the time being, stay available to buy as a print.

 

Goodbye to: Neon Pink Streak Portrait and Sci-Fi Sunset

[gallery columns="2" size="large" link="none" ids="2984,2983"]

Neon Steak Portrait  - It was an experiment, using some digital textured media brushes. Normally my work is all smooth and airbrushed, so wanted to try out creating something more raw, textured and graffiti-like. It was quick to produce compared to typical art I make. It's a bit sketchy and think it shows. It was fun trying out a different style. Buy the A3 Print here.

Sci-Fi Sunset - Similarly, using textured brushes, I wanted to create something a little more painterly than my usual smooth, rendered blends. I like the colour scheme, so perhaps I can use the orange and purple again some day in a different, new and more polished artwork? Buy the A3 Print here.

 

 

Hello to: Geisha, War Memorial, Junko, DnD Girl, Zoro and Guts

I'm replacing the above artwork with 4 new pieces created within the last 12 months. I'd like to, at some point, present a closer look at each of these with their own blog post. For now, they've been uploaded into the gallery as stand-alone images. That now makes 45 portfolio pieces. Let me know what you think of these.

[gallery size="large" link="none" columns="2" ids="5438,5685,5581,6935,6867,6834"]

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Motivational Mandala Art

by Ben May 12, 2022 in Art, Art Talk 1 comments tags: art, mandala, prints

Seasons Mandala Blog Pic

 

Creating Kaleidoscopes

After completing my Unicorns Colouring Book, my publisher asked if I'd work on some sample pages for a potential, new Mandala / Kaleidoscope Colouring Book.

Pattern work isn't something I'm especially known for creating. I wondered, would I be able to create something worthy of being published? I was willing to give it a shot. Thankfully, after having now been producing artwork for decades, I felt like I've become versatile enough to tackle most styles of illustration. And so I began creating a short series of symmetrical patterns, kaleidoscope images and mandala artwork.

To try something new like this was great fun! The possibilities for creating unique, abstract images is limitless. Without the technical requirements of drawing, say, a figure or a scene, this type of line art is quick to create. It's artwork that can be completed in a matter of hours, as opposed to days or weeks.

I've never considered myself a particularly spiritual person so the religious or traditionally symbolic significance of the Mandala is somewhat lost on me. Although, once you spend some time immersed in these types of patterns, there is definitely something to be noticed. Something which has a sense of depth and meaning.

 

Here's some samples for the book:

 

[caption id="attachment_5347" align="aligncenter" width="918"]Cover Kaleidoscope The cover art sample was provided to the client. Despite being a black and white colouring book on the inside, I wanted to give it a colourful, psychedelic vibe.[/caption]

[gallery type="square" columns="2" size="large" ids="5351,5350,5349,5348"]

You can't win them all:

As is the nature of these things, the book never ended up making it into production. My publisher had tried pitching it along with dozens of other titles to their customer (a big US- based publishing house). They liked the direction it was going in, but with so many similar books already available on the market, it made it harder to justify producing another.

I'd like to one day have the chance to pick up the project again. If there are any book publishers out there who produce similar titles, give me a call. I sure we can find a way to improve upon existing, similar books already out there!

 

Benefits to Creating Mandalas

I'd read that creating mandalas (and I'm sure is true of all self-repeating and symmetrical patents) can:

  • Help reduce stress and anxiety
  • Help connect with one's self and others
  • Activate creativity
  • Improves one's sleep
  • Enhance focus
  • Produce feelings of happiness and calm

Certainly it's something I found myself enjoying far more than expected. Even though I tend not to produce abstract art, there is something amazing about it. Well, some of it. Some abstract art can also be a load of pretentious, ugly-looking mess with the label "art" slapped across it.

If done well, a good abstract artwork can reach something deeper and feel more significant than illustration. Sometimes too much true-to-life detail can just get the in way of what is real and true.

Although there is an art to create good-looking patterns. What makes aesthetically pleasing shapes? It's difficult to put in to words. I found that the more of these kaleidoscopic patterns I worked on, the better they looked. Using a re-iterative process of trial and error is often the best way to hone in on what works. Or at least, that process works for me. It's very strange that certain shapes and arrangement of shapes are pleasing, while others feel unpleasant and disjointed.

 

Designing a set of Art Prints

I create several new mandala artworks. Each with a motivational message.

Sometimes life gets tough, and negativity limits our potential. Inspirational quotes can help remind us how to live or that adversity can be overcome. And so the idea to was to fuse these messages with a mandala. Something to help give the the message focus, while making for an aesthetically pleasing image. An image people might like to have displayed on their bedroom, kitchen or living room wall. Unlike the black and while line artwork for the colouring book, they were each given a unique colour scheme. Then converted to A3 size images suitable for high-resolution print.

If you're interested in buying one to decorate your home or give as a gift, they're now available for sale in the Shop. Each sale helps support my artistic endeavours and lets me know what type of artwork people like. 

 

[caption id="attachment_5355" align="aligncenter" width="900"]motivational mandala 2 You only live once. But if you do it right, once is enough[/caption]

 

[caption id="attachment_5356" align="aligncenter" width="900"]motivational mandala 3 Dream without Fear. Love without Limits.[/caption]

 

[caption id="attachment_5354" align="aligncenter" width="900"]motivational mandala 1 The best way to predict the future is to create it[/caption]

 

[caption id="attachment_5357" align="aligncenter" width="900"]motivational mandala 4 Turn towards the sun and the shadows fall behind you[/caption]

 

[caption id="attachment_5358" align="aligncenter" width="900"]motivational mandala 5 Seasons change and so do we[/caption]

 

[caption id="attachment_5359" align="aligncenter" width="900"]motivational mandala 6 Don't wait for the storm to pass. Learn to dance in the rain[/caption]

 

[caption id="attachment_5360" align="aligncenter" width="900"]motivational mandala 7 To be the best, you must be able to handle the worst[/caption]

       

A final comment

Are you a fan of the mandala? Would you like to see me continue work on the Kaleidoscope colouring book? What's your favourite motivational quote you'd like to see turned into a kaleidoscopic artwork? Let me know 🙂

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Total Blast – Development Diary #4

by Ben February 28, 2022 in Art, Art Talk, Total Blast 0 comments tags: board game, card game, total blast

Total Blast Title

4 Months later

Continuing on from my previous post, I've continued work on my new card game Total Blast. It's a 2-player, duelling, lane-battler strategy game which takes around 30 minutes (providing you know the rules and are familiar with the cards).

It's funny- initially I thought this project might get finished in 6-7 months. Month 7 has just passed! To be fair, since the last update, I got Covid and was out of action for weeks. Then took a few weeks break for Christmas Holidays. Plus I've been dealing with frequent migraines recently. For those that suffer them, you know how completely debilitating they can be. 

Thankfully there were a few months when I got the chance to crack on with the project. Mostly finishing card artworks. And they're looking great! All the Upgrade and Ability card illustrations are now finished for the core part of the game. That is to say, 17 unique illustrations. Many of the cards will be doubled up in-game to allow multiple uses. When I look over at the completed artwork I feel excited for what I've been working on here.

The Rule book is now on version 2.5 and I expect them to continue to refine as more play tests come in. Now that the card art is done, I can get the next prototype printed and tested in order to gather more feedback.

 

Art Development Overview

Here's a couple of 'Upgrades' examples showing sketches to finished card artwork.

 

card development

I feel good to have broken the back on the artwork side of things and completed the majority of it. It was always going to be the most time consuming part of the project, with each card illustration typically taking several hours minimum. Now I remember why I'd been so adverse to working on card game art like this in the past! The graphics for the designs is not necessarily final, as I'm thinking of adjusting the card titles and perhaps the text layout.

 

Overcoming obstacles

Unfortunately it's not all been plain sailing.  For example, one of the card files became corrupt so had to re-create it from scratch. Luckily it wasn't the most complicated of designs, but still took a tedious 4 or 5 hours to recreate. What's going on with Photoshop these days? Frustratingly, I've had this issue 3 times in the last year on various files.

card development

 

What's next?

  1. I'll be designing the Characters in the game next. I've only tested a few of them, so will need more testing to find the right balance. Each will be lending a specific ability to help win the game. They will include: The Thief, Ninja, Mage, Merchant, Spy, King and an Alien!
  2. The Rule Book's graphic design with diagrams.
  3. Decide how the game will be packaged and then create relevant cover art/box art
  4. Then comes my only real concern- how do I get enough eye balls on the project and market it effectively?

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Total Blast – Development Diary #3

by Ben October 13, 2021 in Art, Art Talk, Total Blast 0 comments tags: board game, card game, total blast

Where am I at?

Continuing on from my previous post, I've continued work on my new card game Total Blast.

The rules have been tweaked to the point where they're pretty solid now. I've finished all the Cannon cards and have begun creating Upgrade card illustrations. I feel as though I am trying to put a little bit more into each card illustration I produce. It's taking longer than expected, but I'm very happy with how it's coming along. It's been a while since I was excited to work on a new product.

The project has gone from simply a desire to just create a fun, little game for personal use to wanting it published, distributed and sold in shops. I'm usually very self critical, but I genuinely think I'm developing something of value here. When it comes to most art projects, I'd typically already have a publisher or client lined up with a budget agreed upon and money in the bank before even starting. This time all the work is completely speculative. It means devoting a lot of time to a project which may never see the light of day, despite my efforts. I'll discuss my concerns a little more below, but overall I'm trying to just stay focused on the work at hand.

 

What is Total Blast?

Here's an Intro from the rule book:

"In the kingdom of Blastonia warring armies settle disputes in head-to-head battles of firepower, strategy and cunning.

Unique, magical cannons are loaded with powerful, mana-infused ammunition. A range of upgrades, special abilities and some luck of the draw is thrown in for good measure.

As army commander, you’re in charge of selecting and loading cannon balls into their corresponding cannons. You aim to carry this out at the right time, reacting to each of your opponent’s opposing cannons. By sourcing supplies for the war effort you can increase your cannon damage score with more balls and upgrades in order to over-power your opponent’s cannons and become victorious."

What do you think? Something you'd be interested in trying out and seeing how it plays?

 

Art Development Overview

Here's an example showing the very first thumbnail ideas through to the finished cannon card artwork. It's come a long way and is fitting in well with the previous ball card art:

cannon card development

I've now not only completed all the cannon ball artwork, the full set of 7 cannons, but have started completing upgrade and ability card art also. It's looking great.

As with all the artwork I produce, it's never a quick process. Each card takes 4-10 hours to produce. The fact that the artwork takes so long to create is certainly one of the main reasons why I want to see this game published and not just become a hobby project that doesn't ever find an audience.

Although while time-consuming, the illustration process I use has it's benefits. I separately layer each colour so that amendments are relatively painless as opposed to a quicker single layer/canvas digital painting style. [See my book Digital Manga if you're keen to learn how I do it] No only are potential amendments a little easier, but my process allows for potentially creating line art only 'colouring book' designs of each card which might come in handy. And I could allow for simplified 'Print and Play' test versions of the game to be produced which don't have all the glossy bells and whistles of a finished, rendered card art.

 

Current Concerns

I've managed to find time to continue with art production by cutting down the amount of freelance work I'd usually be doing right now. I have enough content to see it come together and it's beginning to look like a real game. 8 play tests so far have proved I'm on the right track. The closer I get to the finish line, the more I want it to succeed.

Thankfully I've already got the ideal skill set for this type of product. I'm capable of tackling pretty much every aspect of board game development (concept, design, art, graphics, web design, logistics and admin. I could even produce an animated video trailer with, animation. sound and, effects without any assistance if I need to). And the satisfaction of tackling everything myself is fantastic.

However I'm discovering that I might be biting off more than I can chew. I don't feel like any aspect of the work is beyond my capabilities, but logistically speaking tackling a multi-facetted project like this takes a lot of time. It seems more often than not, a team of 4-8 contributors are typically involved with small to medium sized table top game projects. Yet there's only one of me.  And so my first concern is:

Do I have the time and resources to convert a game idea into a product and then turn a product into a success?

As I spend my days sitting in front of the computer screen, pushing pixels around and finalizing artwork, I'm often distracted by the realities of what it takes to bring products, especially a board game to market. It's not easy.

The market is seriously competitive, with tens of thousands of table top games already in existence and new games being published on a daily basis.  I'm coming to this venture completely blind and without experience of the niche. While I don't feel my product isn't and won't be good enough to compete, some doubts are beginning to creep in. My second concern is:

Will I be able to get enough relevant eyeballs taking an interest in what I'm producing? 

Like with most product niches, it's true that some games aren't particularly fantastic, yet become fairly successful, while other insanely underrated and unknown gems never get their chance to shine. And so it's evident that marketing and actually raising awareness of the fact that I have a thing, it exists and is good will be the biggest challenge ahead.

 

What's next?

I've still got months ahead of me to produce artwork for the core game's 'Upgrade' and 'Ability' cards, as well as seven character cards, which I've decided to add into the core game rather than have them as a separate mini-expansion.

The Rule Book is mostly there so far as text goes. I'll then start work on the book's graphic design, adding in diagrams to clearly illustrate how to play.

I'll need to finalize the game's logo and also work on the cover art/box art. For this I'll need to decide on the box dimensions first.

The creation of another planned 40 or so expansion card illustrations will have to come much later.

And along side of that, I'm gradually opening up myself to the business side of things. For example, considering publishers vs self-published via crown funding. In regards to self-publishing, researching manufacturing costs, marketing, distribution and order fulfilment.

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Total Blast – Development Diary #2

by Ben September 13, 2021 in Art, Art Talk, Total Blast 0 comments tags: board game, card game, total blast

Game Title

Where am I at?

Continuing on from my previous post, I've further refined the rules for my new card game Total Blast. I've created some card art mock ups, and even gone on to finalize a full set of cannon ball cards. I'm making good progress. Although it's going to take some time. I've decided to move more towards illustrative card art as opposed to using basic icons and symbols, as per the first prototype. It's a good call from a visual standpoint and I'm hoping I can even develop a little bit more theme and back-story from the artwork to help give it some more substance.

 

New Additions

Speaking of adding depth, I've added in extra layers of complexity by introducing sets of optional expansions which can be added to the game to add more variety. These include:

  • 'Power Upgrades' which can drastically power up your cannon's damage score.
  • 'Power Abilities' which provide a one time use bonus
  • Additional set of ball cards to help vary play
  • Character Cards, which introduce an A-symmetric starting point giving each player an ability that the other won't have.
  • Quest Cards (Or maybe I'll rename them to objective cards?), offering additional victory points for fulfilling certain conditions within the game
  • Event Cards which introduce a small shift to the rules for each round.

It's getting exciting! The core game now consists of 101 cards. Adding in additional expansion cards means I'll now need to produce art for an extra 40-60 cards, (depending how many potential extra cards will work). Lots to be getting on with.

 

Card Development Overview

Card ball red development

Here's an example showing sketch to colour mock-up to final card art. I may still tweak the layout, but it's as good as finished. The top portion of the card will remain visible when stacked underneath other cards. This helps calculate the damage score from each cannon at a glance. The bottom portion shows it's description.

Drawing this card helped decide on the theme and direction the game would follow. It'll be a medieval fantasy setting, with waring factions cannon-battling for supremacy. In this kingdom, rival mages and alchemists are summoned to infuse each ball with magical properties, increasing their potency. The balls now take on magical characteristics! I thought giving the balls some spice and character would look a lot cooler than a plain old cannon ball coated in red paint for example.

 

What Next?

I'm currently producing artwork for all the ball cards, then I'll move on to the Upgrade and Ability cards. Cards such as the "Coins" card and the "Gun Powder" card should be fairly straight forward. Others, not so much. There will be an upgrade card which allows you to add the damage score of your weakest cannon to the cannon it's applied to. I have no idea how to illustrate this!  Maybe I'll have to go a bit abstract with it.

In my last post I mentioned about getting a character art card and cannon card sample done- I'm more or less done with these also, so can post them in due course. Stay tuned.

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