r/cardgamedesign

Image 1 — Tips for anyone making the art for their game (from a professional artist and designer)
Image 2 — Tips for anyone making the art for their game (from a professional artist and designer)
Image 3 — Tips for anyone making the art for their game (from a professional artist and designer)
Image 4 — Tips for anyone making the art for their game (from a professional artist and designer)
▲ 34 r/cardgamedesign+1 crossposts

Tips for anyone making the art for their game (from a professional artist and designer)

Been creating the art recently for my own card game I'm working on with friends (pictured). We're almost at the stage of announcing and sharing the actual game so I thought I'd share some lessons I've learned along the way alongside some of the art I've worked on for the game!

1. You are your own worst critic.
We often see the flaws in our own art, while the other two guys in my team as well as our playtesters love the art, I have trouble seeing anything beyond flaws or skill gaps I have. I've found to keep my sanity while making art it's important that if other people like the art, to run with it.

2. Choose your battles when it comes to details.
Lets be real, we often see those super rendered artworks the big games have and go yeah I need to do that. A lot of the effort won't be seen when it's printed on a tiny piece of cardboard. If you're doing the art solo, pick your battles, only heavily render the things you want people to focus on. Not only will it help guide the eye, but it will save you so much time.

3. Time limits are your friend.
Giving yourself a time limit to get a piece done in can really help you cut to the chase. I've found giving myself less time makes me focus on what matters in an artwork which overall has saved me easily weeks of time while making this project. Blocking out a night or two to do a full painting I've found has helped heaps in consistently making progress.

4. References help, don't raw dog your art.
There's no shame in using references, even professionals use them. I've found painting these images has been less stressful and tedious when I've just used references instead of trying to raw dog a material, texture or shape straight from the dome.
Another way I've found references to be handy is myself and my team make on purposely 'bad' looking artworks that are roughly what we're thinking during playtesting. It helps us refine the art ideas alongside the cards so there's less desicions to be made on the final.

5. Keep colours consistent across factions
Limiting your colour palette and re using similar colours for basic cards in a faction not only creates cohesion and identity, it simplifies and speeds up the process by a lot. I've found sticking to set colours for each faction in my game and only breaking the colour rules for special cards has helped reduce deisicion fatigue.

BONUS: Learn about graphic design. Visual Hierachy, Colour Theory and how design is used to communicate things visually. It helps SO much!

Anyway that's some stuff I've learned from working on this project!
If you have any cool tips to help people give them a share!

My 2-6 Player, 5-15 minute, family friendly card game is officially on Amazon! 🚀 Help us grow our kingdom! Whether you're a new player or a long-time supporter, checking out our page and leaving an honest review makes a world of difference. (Link in Description)

u/OkDragonfruit5833 — 5 hours ago
▲ 8 r/cardgamedesign+1 crossposts

Chromatica: My attempt at a card game without mana screw

How’s it going everyone! I’ve been working on a game called Chromatica and wanted to experiment with a few things a little differently from other card games.

Instead of mana/resource cards, players automatically gain 3 Chroma every turn, which is the game’s universal resource system. Some cards can also be played through alternative methods like paying life or milling yourself. Right now I’m focusing mainly on the tension created by Chroma resetting every turn and balancing between spending resources aggressively or saving life/cards for reaction effects. The main goal was removing mana screw/dead hands and shifting the focus more toward sequencing, timing, and deck construction instead of resource luck.

The game currently uses a 6 color system, but colors are tied much closer to gameplay philosophy rather than resource generation:

  • Red: aggression/direct damage
  • Orange: combat control
  • Yellow: disruption/bouncing
  • Green: suppression/counters
  • Blue: draw/manipulation
  • Purple: recursion/discard
  • Colorless: Chroma ramp/life gain

Here's the color wheel i use during the design process.

There’s also color restrictions during deckbuilding, so opposing colors on the color wheel can’t be played together (like Red/Green or Yellow/Purple), with an exception for Colorless, which can be used with any color combination. I wanted colors to feel philosophically opposed instead of just mechanically different.

Another thing I’ve been testing is a 60-card Singleton format. The idea is to make decks feel more toolbox-oriented and vary more from game to game instead of just stacking copies of the strongest cards.

Still building the foundation set/cards right now, but I’m curious how people feel about or have tips for building games with:

  • fixed resource systems
  • singleton formats in expandable card games
  • strict color identity restrictions
  • life being used as a secondary reaction resource

Any advice or feedback would honestly be appreciated. If anyone wants to know more about the mechanics or design process, I’d be happy to talk about it! I feel like I’m finally getting to the point where outside feedback could really help shape the game.

Edit: Forgot to add the color wheel i use to help me during designing. It also helps a lot with seeing which colors can be used together while building a deck.

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u/Plop_Mage — 23 hours ago

Help! Need opinions on which card art looks better?

I'm making a card game called Bananarchy and this is for a card named "Closed" with the idea that the Monkey can't get anymore bananas because the shop is all closed up. Which of A or B do you like better? Also please tell me why so I can understand your reasoning?

If you have any art critiques or changes I welcome those as well as I can ask the artist to make changes if need be.

For reference, if you want you can compare the art style to our current game art here: https://bananarchylaunch.pickupandplaygames.com/

u/LeFoxFrancais — 5 days ago
▲ 15 r/cardgamedesign+1 crossposts

Help! If I can only print two of these Bananarchy play mats in our game which should I choose and why? I would appreciate if you rate them from 1 (your favourite) - 4 (the least favourite) and then share your reasoning!

ps. thanks to everyone who contributed to the previous post to get the mats to this point! Your insights really helped! Please feel free to also point out any feedback on these versions.

u/LeFoxFrancais — 8 days ago
▲ 8 r/cardgamedesign+1 crossposts

Creation of a TCG/LCG is difficult but fun…Advice on something’s people like in games? Please and thank you.

TCG (Trading Card Game) vs LCG (Living Card Game) thoughts?

A Hero or Legend that you control that is your basis for health or defense kind of thing. How do y’all feel about that mechanic?

I’m trying to decide on the life/death in the game. So you can do life with cards from the deck (Pokémon prize cards) or life total (like MTG) or life based on your Hero (Flesh and Blood).

Any thoughts or advice would be helpful.
I do have a theme and have 5 different factions planned out. Also a mechanic that’s at least slightly unique (I hope) for the resource mechanic.

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u/MandalorianMerk — 2 days ago

Feedback Pleaseeeeee

Please note: I am using AI to help translate my thoughts into English.

I’ve been designing a card game for fun. I don’t have any plans to sell it or anything like that, so the card art I’m using is just sourced from Pinterest. My game is heavily inspired by Yu-Gi-Oh! Rush Duel and Duel Masters.

I would love to get your opinions on the card design and icons. I’m looking for feedback from everyone. Thanks in advance!

Questions and Icon Details:

  • What do you think of this card design?
  • Red Square Icon (with circle inside): This is Mana Burst. It is used as shorthand for "Pay X Mana."
  • Blue Square Icon (with circle inside): This is Mana Charge. It is used as shorthand for "Add X Mana."
  • Hexagon Icon (with number 1): This represents Once Per Turn.
    • Black: Soft Once Per Turn.
    • Red: Hard Once Per Turn.
  • Cost Icon: Exactly as the name implies.

Skill Text Format Example:

[1/Turn Icon] [Activation Condition, e.g., "When Attacking" or "Main Phase Icon"] : [Cost Icon] [Cost Value] [Skill Description]

u/Enough-Condition389 — 3 days ago

NEW ARTS for OLD CARDS!

Hi!l'm the main artist and creator of my Tcg Mighty Duels and Im going to show you some arts that I've done for some very old cards!Enjoy!

You can find me on Instagram at the same name @mightyduels!

u/MightyDuelsTCG — 5 days ago
▲ 6 r/cardgamedesign+1 crossposts

How do complex card games like Hearthstone maintain game balance?

Complex card games that use lots of different keywords and mechanisms such as Hearthstone, MTG usually don't have huge balance issues (e.g., one type of deck completely overshadows others).

I am wondering what are the design rules or best practices that make this possible?

How do they test before release if the state of the game is balanced, perhaps using simulation?

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u/PotentialKlutzy9909 — 8 days ago
▲ 4 r/cardgamedesign+1 crossposts

Trying different style for my Event Cards

Hi guys,
working on my Solo card game, Road of Oppression, which was given a presentation here : https://www.reddit.com/r/BoardgameDesign/comments/1suiqzc/working_on_a_hardcore_solo_game/ . To resume, its a solo game where you lead a legion across half a continent (a row of 10 random event cards) to reach a Sanctuary to save your refugees. It is a hand management (troop cards), with morale, food, Command Point and refugees to manage along the way.

After lot of playtests by myself, and still a lot to do, I started working on the card UI (all images found online, thanks mostly to game-icons.net) and I'm undecided if I should go with column or row for the presentation of the "reward" of Victory, Pyrrhic and Defeat. This version of cards is made on Canva.

So basically :

  • The Title at the top
  • Type of event, then the "Resolution number"
  • The Key Words needed for Resolution
  • Then the three columns or rows depending of the Resolution.
  • At the back, for now, I'm gonna put an image related to the main type of Event (Army, Leader Army, Climate, Environment, Construction)

So what do you think? What should I improve about the cards? (Image are all subject to change one day)
Any questions about the cards or the game?

The game has been really fun until now, the mechanics are well rounded (can I say that?), and I start to think about trying to find playtester soon, so I want to make the cards more readable and easy going. (v01 was hand writting, v02 and v03 all with Component Studio with no images and all)

u/Elegant-Lobster-1327 — 3 days ago
▲ 2 r/cardgamedesign+1 crossposts

What do you think of my card design

These are some of the card design for a kpop inspired TCG i am working on. Let me know what you think!

u/BusinessMark9359 — 4 days ago
▲ 15 r/cardgamedesign+2 crossposts

Game finally arrived!

My game finally arrived after a couple of weeks.

Its a social arena card game within the genre of BR. Up to 16 players.

u/GameMaker06 — 7 days ago

Why are there so few 2v2 CCG/TCG?

The other day my friend and I were having this discussion and my friend says since there is so few on the market there must be some significant drawbacks about online 2v2.

What are the drawbacks? I am thinking possibly 1. longer time per game 2. longer queue time, but 2v2 could be much more cooperative and fun, can even play with friends, so why are there so few 2v2 card games?

EDIT: to clarify that I meant online 2v2 only co-op card games.

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u/PotentialKlutzy9909 — 7 days ago