Sunday, August 28, 2022

Asylum Earth: The Covenant [New Cyberpunk Novel]

Asylum Earth - The Covenant
New Cyberpunk Hardcover Novel

 How do you turn a simple idea into an engaging book concept?

The answer to that question lies between the covers of this new novel:

Asylum Earth -The Covenant.

Four years ago I decided to challenge myself and design my own board game, just for kicks and giggles. One of the components of the game (previously named, Millennium) was a journal, which the main character, Andrea, kept religiously. 

The actual journal included with the game is only about 24 pages long where Andrea tells about her dangerous trek to New York City from Austin, Texas with her best friend, Maria, during an all-out apocalypse, of course. That idea led to this novel, which, in turn also produced 3 short paperback stories that accompany the game. (the paperbacks are sold separately, however, all 3 e-books are available as a free download on this blog.

The original story focused on an impending apocalypse and how that horrific event played out in the lives of Andrea and Maria, total strangers turned BFF's, who try to escape not only the terrorist attacks befalling them but the verbal attacks and mind games they routinely unleash on each other in the wake of WW III.

That concept by itself is intriguing but perhaps a bit predictable, especially if the story ends with planet earth in ruins. A grim ending that just doesn't work considering the state of global affairs these days. 

Enter, Asylum Earth, which promises to be a refuge from the chaos, the bombing, and nuclear fallout. No, it's not a perfect world yet and it may never be, but this new earth, ordained by the powers that be, holds the promise of better things to come; a much brighter future for all survivors.

Striking the perfect vibe between chaos and hope is one heck of a balancing act that can easily derail a story when you miss the mark, although, for this author, that's the proverbial sweet spot. The trick is to keep things light but introduce dark moments with a way out. Don't box yourself into a corner with a storyline that dead-ends. That's the only trick writers need to know. Always give your main characters a way through.

And speaking of a way through, what about finishing the game?

Great question. Stuff happens and life always finds a way to get in the way of your goals and so as it stands now, I'm still several card decks away from printing the next and hopefully final prototype.

I've got a small window coming up when I'll be able to continue designing and updating the rulebook, which has changed considerably because the evolution of the game has improved thematically and the storyline is more solid than it ever has been. Sometimes, stories work that way. You won't find them all at once. Writers have to tease out every bit of it as time goes by and as time permits. 

All I can say is that Asylum Earth is far better off today than it was 2 years ago. Everything about it has improved including and especially its name and box cover. 

Everything evolves over time and games are no different. What game designers must understand is that the core concept of a story is the only thing that matters as far as identifying a genre.

Everything else is flexible and can change to fit your narrative and themes as the story grows. For example, the genre, or sub-genre is post-apocalyptic. That covers a multitude of themes including Cyberpunk, which Asylum Earth delves into with a focus on its genesis. 

I'm capturing Cyberpunk as it breaks into the mainstream population in its early stages. That's interesting to me because we usually read stories well beyond that point in time. In Asylum Earth we get to see and feel how Cyberpunk emerges and develops into a culture all its own.

The game, of course, doesn't need to get into all of those details. What makes the game interesting are the goals of each player, the tension that creates, and how players strategize to win the game. That's still a work in progress due to the limited time that I can devote to finishing the game at this point. The trick is not to rush into finishing because that will only lead to a poorly designed game that nobody wants to play.

So as much as I would like to call it a day and put the game out there, that's not the right option until I can iron out all the new changes and card decks and how all that works together to make an exciting and engaging game that players talk about and look forward to playing.

Creating that anticipation is what it's all about. That helps build momentum so when the game finally hits the shelves, players are eager to buy it and get into it. And speaking of that, it gives me an idea for my next topic. What makes a board game successful? What makes any product a winner? 

In all honesty, an entire book revolves around that idea and that's also in the works. For those who follow this blog, you'll get the first crack and insights into that process that starts with the name and design of your game box. I've mentioned that before when I compared a game box to a movie poster. If screenwriters can't get the movie poster to work with a great title, image, and tagline, nothing else matters because the trick is to reverse engineer the concept before you waste your time writing 120 pages of description, narrative, and dialog. 

This shortcut actually works and in fact, the finished poster will inform the writer and director in advance about everything that fills that 120-page script.

And for those of you wondering: How did I manage to change the title from Millennium to Asylum Earth, without re-writing the entire novel? Easy. Write a great prologue. I realize that prologues are frowned upon but from my point of view, I enjoy a well-written prologue so that's what I added to the new novel; a short three-page prologue that sets up the story that's about to unfold.

To me, it's not a cheat. It's adding depth to the story concept so readers are primed for the main event. There are effective ways to write prologues that enrich your story without cutting corners. I'll post my prologue here to give you an idea of how to go about it.

BTW, one of the best prologues I've ever read was in a novel titled, The Story of Edgar Sawtelle, by David Wroblewski, which debuted in 2008. Check out this story and in particular its prologue to see what I mean. Thanks to Oprah Winfrey, this novel was a bestseller after she included it in her book club. A well-deserved ranking for a terrific book. I've not seen another book by this author so he's a one-hit wonder so far. A modern classic novel in my opinion with a great backstory.

Okay, this post has gotten away from me but I've covered some interesting points. You can sign up for updates to the game and keep track of its progress right here. 

Get private email updates and don't miss a thing.

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P.S. What about Asylum Earth the hardcover novel? I'll be able to release the new novel when the game hits the shelves or shortly before, which will most likely be around this same time next year in 2023. I'm glad to announce that the novel is totally updated and finally completed with its new title, cover, and prologue. 

I just have to decide which way to publish it. Self-publishing with B&N is a bit of an uphill battle for me right now but I might be able to offer a limited number of advanced copies to readers of this blog. Otherwise, I might go with Amazon for now, although they only offer case laminate hardcover bound editions.

Stay tuned for much more about the new novel since I'll be posting parts of it here and eventually a digital PDF download of the whole book will be available as well.

BTW, if you have any projects you'd like to announce here, I'll be happy to post them. Just send me an email with jpgs of your writing or gaming projects.

Monday, August 15, 2022

Saturday, June 18, 2022

Melancholia By Lars von Trier - An Epic End of Days Classic Film

 

SPOILER ALERT *** ENDING TO MOVIE

This is The End

Don't you love it when the end of the world is so . . . spectacular?

I can't praise this film enough. It's an absolute classic masterpiece in every way. From the enigmatic musical score (Richard Wagner's Tristan und Isolde) to its devastating ending sequence, Melancholia is . . . well, divine. 

And let's just say that sad endings have their place in cinematic history.

The point of von Trier's film is that this doomsday scenario is what he feels about the future of the earth and who's to say that it's not accurate? It's anyone's guess, I suppose but let's keep in mind that fiction, great fiction is always rooted in a grain of truth.

Yes, in this case, that means biblical truth, for those inclined to believe in the KJV Bible, that is. And yes, there are many Catholics who do believe, as there are many agnostics on the fence about such matters. But the facts remain clear for all to witness and research in the King James Version of the bible, since 1611. 

Dispute these facts at your own peril or to your satisfaction. Either way, von Trier's artistic interpretation of the apocalypse as depicted in the book of Revelation, is personal and quite effective.

Asylum Earth -The Covenant

In walks Asylum Earth with a similar ending except that our beloved earth is smitten, or showered with blessings from heaven and it is not obliterated. Instead, the earth survives a revival of sorts as our galaxy performs its last dance with a little help from Saturn and our planet renews its vows with the cosmos . . . sparkling in its wake.

Of course, I'm not comparing my board game to von Trier's cinematic masterpiece. The main distinction is that the outcome of the game (or novel) is a positive one. This for me is rare because most, if not all my stories end in a Melancholia way. I'd already mentioned in a previous post that I chose to go in a different direction only because of the gloomy atmosphere (global warming) the earth already faces.

Overkill, literally will not work.


And so, to be clear, the title, Asylum Earth-The Covenant is a nod to one of God's previous covenants with humankind, which is to never destroy the earth with a flood again; thereby using a rainbow as a sign.

So God said to Noah, "This is the sign of the covenant I have established between me and all life on the earth."

For what it's worth, I think the novel and board game are timely messages with plots and themes which are quite apropos to the times. As far as I'm concerned, a little hope goes a long way these days so no regrets about the work I've already done and no plans to change it.

Your Takeaway

That's one thing about stories; they should conform to the times so that they fit in the grand scheme of things about to befall us either as individuals or as a species. There's no advantage to writing against the grain to prove or make a point to stroke your ego as a contrarian. It is far better to tell the people what they subconsciously want to hear because there is infinite wisdom in that consensus.

And so with that, I'll quit while I'm ahead; at least in my own mind. 

Tell me in the comments what you thought of the film, Melancholia and what your favorite doomsday movie is.

Remember to subscribe to the Asylum Earth Newsletter for updates about the upcoming game and novel: Asylum Earth - The Covenant. Also, you can get important updates and discounts for the game by clicking on the game box.

Riddle: Who's part human, part Cyborg, and carries a gun?

Find out in my next post.


Wednesday, June 1, 2022

Board Game Asylum Earth - The Covenant

The Asylum 

EARTH WAS NO ASYLUM. 

Certainly not according to Andrea Estrella. Not yet, anyway, and nobody knew if it would ever be a place where burgeoning societies would break on through to the other side (just as The Doors once lyrically admonished) and hopefully spring up like wildflowers in a lone desert.

 Really, what were the chances?

Apparently, not good at all. But the enigmatic group known as, The Nomads, championed that effort to no avail. So,  for the moment, Earth was no sanctuary or place of refuge to speak of. 

In fact, Earth, as it was formerly known, looked more like a monstrous Godzilla, had stomped his way right through it; unleashing the perfect storm for the ages, forging a violent path of rage against humanity in its wake.

And so begins the prologue to the new book, Asylum Earth, The Covenant (Available soon on B&N). After several years of delays for one reason or another, what started as a challenge just for kicks has evolved into a game with a respectable back story backed by a full-length novel. 

What's Different?


What you won't see in this game are fancy miniatures and slick video presentations with thick, colorful instruction manuals. Instead, you'll find a game you can play intuitively with minimum rules and a gameplay manual you can download onto your favorite device. Fun, interactive video links are also something different to look forward to, giving players a more immersive digital experience.
New B&N Hardcover Novel

What will become of this game and its novel? In part, that's up to me, because of what I've managed to develop and put together over the years and what I decide to publish. And in part that will be up to the powers that be, as it were. If everything works and engages the audience into full participation to go along for the ride, as they say, the rest is board game history.

At that point, all the major influencers who choose to be a part of it and champion the game because they believe in it and see its value will do what they do via reviews, articles, and publicity. Bonafide proof of concept. Other than that we're all just pissing in the wind, my friends.

So what's it gonna be, folks?


That remains to be seen next year after I finish the last round of playtesting during this Christmas season. I like where the game is going as far as the world-building and nuances that also build up the characters throughout the story. Building tension, fun, and unexpected moments are other important ingredients that will make it all work.

The New Cover

You'll notice the new box cover has gone from destruction to renewal. That's the new focus or the angle to the story because what's the point of showing ruins when we can show a rebirth instead. Now the story becomes the path to this Asylum and how the girls get there from where they begin in Austin to New York City and beyond.

For my next post, I'm going to compare the similarities between this story and a movie you might have seen, Melancholia with Kirsten Dunst and Kiefer Sutherland among other notable performers. If you haven't seen this masterpiece, please do yourself the favor and rent it today. The director, Lars von Trier does not disappoint with an ending so shocking it will knock you dead. Excuse the horrible pun. Now, that's my kind of story, although I've decided to reverse that trajectory for Asylum Earth.

That's the right decision because given the climate of world affairs these days, I doubt that a morbid ending will work. And so, I'm not opposed to a happy ending, if you can call it that, but Asylum is a story of hope and not a story of gloom and doom. I'll leave it at that.

As it stands, it's one huge experiment into my worldview about the end of days and more importantly, what's next on the horizon for this new Earth. Asylum Earth.

Welcome to The Asylum.


Saturday, May 14, 2022

Board Games As Bright, Shiny Objects

 


Hunting For The Perfect Image

Hey folks, here we go on another wild adventure in design. And here's a great lesson for those of you who, like me, question everything.

Let's get right into this, which happens to be the opposite of the old design, meaning that it has gone from destruction and chaos to rebirth and renewal. Hence the new name, Asylum Earth.

The name Millennium was a tough act to follow. The name Remnants was maybe too specific, but Asylum Earth says it all with just two words. I think it has a nice ring to it and that's what you want in a name, and a big plus, it's an original name as far as I know.

old box
The goal is to shed the images of destruction and hint at the ending of the story, which has always been what you see here on this new cover so the story hasn't changed at all. I'm just focusing on the future result as opposed to the current state of world affairs. Besides, haven't we had enough of that in real life?
Sure we have and the world at large is over it. We've had enough of death and mayhem around the world and we're ready for something positive and hopeful for a change. Because not even fiction lives in a vacuum, especially themes of the end of days and the apocalypse.

Yes, I can proceed to mirror all the awful global events, but I really don't think anyone is in the mood for any more of it and therefore I've decided to focus on the brighter side. That's not to say that any of the story, Age of The Apocalypse, will change because it still begins with the fall of man, so to speak, and all his devices, and then follows a natural course of events that leads to a much more hopeful and desirable era on Earth.

These Are Different Cover Images

At first glance, these boxes look identical because of the bluish tint but on closer look, you can see a big difference. Rebirth vs. Chaos.

And yes, she is holding a gun because not even this new earth is perfect, but it's all in the spirit of protection as opposed to attack mode. Besides, you need to show some tension to balance the scene in a realistic way.

So with that in mind, I've added a futuristic city in the background while the foreground features a trail that leads the viewer into the story and through this "utopian" landscape. It's not a bright shining city paved with gold but it does represent an optimistic viewpoint that's refreshing in times like these.

This could be my masterpiece for all I know. If you've ever created anything for yourself, you know how difficult it can be, that is, looking from the inside out.

BTW, this is a composite image forged in Photoshop, two amazing free images I found on Pixabay. The image of the Android is from Shutterstock. And other cyberpunk images I've been lucky to find on Canstockphoto.com for the card decks. As you can see, imagery is always a wild hunt.

So we'll see if this hunting metaphor works. If you've hunted you know about attracting wild animals with shiny objects. A good device for humans but not so much for the unsuspecting creatures that fall prey to these tricks of the trade. I've learned this by watching shows like Mountain Men because I've never hunted myself, nor do I plan to hunt anytime soon.

At any rate, marketing can be similar to hunting and in this case, the bright shiny object is actually a bright, shiny city in the guise of a board game. Go figure. Yeah, there's a joke in there somewhere.

The point is that all roads lead to marketing and sales, otherwise known as attraction and persuasion. And let's not forget about the all-important, impulse purchase, that closes the sales funnel. That's another lesson for another time that I'd love to break down in short order in one of my future posts right here. Just keep in mind that as a graphic designer, you're always designing towards the optimum result, which is the elusive impulse purchase.

For now, compare these two box covers and see for yourself the shift in POV. The story never really changes because it's always about the apocalypse but this new cover shows a glimpse of what's to come after all the destruction and death have ravaged our beautiful earth.

Yes, unlike most of my stories, this one, Asylum Earth - Age of The Apocalypse has a happy ending. And so, the real story is about how we get there.

Imagine that.



Thursday, May 12, 2022

Images That Hook Your Audience (Designing Your Game Box)

Asylum Earth Box Prototype
Asylum Earth Box Prototype Template

Choosing The Best Image For Your Game

Okay, (sexism notwithstanding) I'm the first to admit that there's no image like a pretty (female) face to help sell your game and I live up to those images in the header of this blog and on the hardcover book. After all, Andrea is sporting a blue laser eye. But why not use her on the cover of the game box? Good question. The short answer is that I think these images fall short for me to use on the box. But that's just me because I'm a perfectionist and I won't settle for less. 

Pixabay.com
Hey, blame all the lame stock image websites where models mug for the camera with ridiculous looks and silly frowns. Or models (99%) that just don't have the look. Who's buying any of that garbage? 

Here's the best I can do on Pixabay.com for a warrior woman after searching seven pages. (photo on the right) In all fairness, I have found some really good images on this site.

You need a face that people can't take their eyes off of. That's one in ten thousand. Very hard to find. Okay, that's my rant about "ugly" models. Let's move on.

I'd like the images I'm using more if they were more expressive, for example. As in showing resolve, anger, or determination. Let's face it, the right expression is priceless. But as I like to say, an expressive face paints a thousand words. Good luck finding such an image.

But let's set that aside and discuss the current cover image you see above in the template. A pair of sexy legs in leather pants in lieu of a perfect face. So what's not to like? She's hiding her gun, held by her android hands and a black fingernail. I added those kinds of details to get you thinking beyond the moment. The background, destroyed, also tells a story of its own. In short, everything works to tell a genre story at first sight. You need to communicate that instantly with the right images.

Hail The Genre

The goal is to establish the sci-fi genre and its subgenre, cyberpunk, to arouse curiosity in the viewer and introduce questions in their mind. Where is she? Who is she trying to evade? What happened to her hand? Want answers to these questions? Sure. You know what to do. And that usually means to head to the game website and see what it's all about and eventually, somewhere along the line, place an order.

Wow, now there's a loaded statement, "place an order," so let me count the ways this can go wrong and how you can maximize potential orders. But, that's another topic entirely that I'll cover next time. Right now, we're beginning to see the merits of choosing the proper image(s) to represent your game in the best possible light, for optimum effect and viewer action. Do I mean CTA, or call to action? Uh, sort of. First comes the elusive click you're after. Then a read-through, and finally your CTA. But not yet because we're just getting started with prime images. Sorry, we can't get ahead of ourselves because there's so much to cover.

Psycho Child?

Buying Stock Images

You know the drill. You go to your favorite stock photos websites and search for the perfect image and after hours of searching and cursing, you come up empty-handed. That never fails because it's virtually impossible to find the perfect image you really want. So what to do? Open Photoshop, Gimp, or any of your favorite photo manipulation programs and create exactly what you need.

Easier said than done but not impossible so that's how it goes every single time. So the image I finally came up with is a combination of three different stock image website selections and then after applying some creative choices via clone stamping, cut and paste, erasing, and so on and on, and on. Eventually, you get what you want. Not what you need. Something like that. Thank you Rolling Stones.

Okay, you get the picture. My work is almost done here. But after all is said and done, you'll have to test your image to see that it really works as intended. Meaning, that your audience reacts to this image by clicking on it and taking action sooner rather than later.

Marketing and Sales

Again, that's another topic we'll get into some other time. As you can see, one thing leads to another and before you know it, it's a master class in marketing and sales. It's inevitable. Everything in life starts and ends with marketing and sales because everyone has something to sell and fortunately, most people want something to buy. It's the lifeblood of any thriving society. Designing, developing, producing, buying, and selling products of all kinds is what makes life exciting.

But make no mistake. Very few products, if any, sell themselves. And that's where the art of attraction and persuasion, aka, marketing and sales comes in. You must create images that attract attention and tell a story that encourages prospects to search for more information about the product. That should hopefully lead to a sale along the way. You've heard it before, that magical sales funnel. Another can of worms, people. Deal with it. 

BTW, one of the TOC titles in my upcoming book reads: How To Trigger Impulse Buying. That's a teaser, if ever.

Subscribe or Miss Out

Or better yet, bookmark this blog, subscribe to it, and don't miss any important articles about designing and developing your game. You won't find this kind of information anywhere else. Search this site and see for yourself. 

BTW, I know these posts are short but I'm working on an in-depth marketing and sales ebook (just mentioned) and I'll post a PDF version right here that you can download for free. It's going to cover everything I've discussed here in great detail with a focus on board game design and development. 

I'll illustrate six different board game designs I've produced thus far and break down the design and development for each game. It's a free masterclass you don't want to miss. I'm almost halfway done with the book but it's a bit too early to promote it.

Although, I think I'll start to post some of it as I finish each chapter along the way so you can get an idea of its contents.

A lot going on, as usual, so stay in touch and let me know in the comments about any questions or concerns regarding Asylum. What do you think of the new title and cover artwork?

Okay, folks, say it, don't spray it.

See you in the comments.

Sunday, May 8, 2022

Blade Runner RPG on Kickstarter

 


You've heard the name. You've seen the movies. Here's Blade Runner as an RPG. 

As you also know, musically, Blade Runner is infused with Jazz elements. Check out their intro video (above) on Kickstarter. Catchy, right?

Catchy, yes.

So what does one do when you hear or see something we like? We imitate it. We bounce our own ideas and put our spin on them. Don't feel cheap about it. Musicians and artists have been doing it, "lifting" since Beethoven and since the KJV Bible, for that matter.

So, with that disclaimer out of the way, here's my version of this idea, which is nothing new anyway, but its simplicity and tone appeal to me so here goes.



Yes, it's raw and rough around the edges because it's just a sample I slapped together in about an hour on Filmora by Wondershare. But you get the idea. I think it works and I like it enough to improve it and use it when my own game, Asylum Earth debuts (one of these days) soon.

You know, I use several film editing programs, including iMovie on my Macbook Pro, but I really like Filmora because it's very robust and easy to use. Maybe you haven't heard of it but give it a whirl and see for yourself. You can get a lot done in a short period of time and it's quite flexible so you'll have a good choice of effects to choose from. 

One caveat, however, they've switched to a subscription model. I'm not sure if they sell any of their software outright anymore. In my opinion, since they're not Apple, Inc., why follow their lead? Personally, I don't like the subscription services and already canceled my Adobe Illustrator, at least for now. I'm running an old version of Filmora on my HP laptop but you can download a new trial version for Apple too. 

BTW, I think the Blade Runner Kickstarter is still live, so check it out. I'll admit it has its quirks about digital content but it's worth a look.

Okay, enough clickbait. I'm out for now.

I'm still working on the new Asylum animation but you'll see it posted here soon. Just getting it over to Image Ready. Now there's a throwback, young-guns.

Subscribe to the free newsletter and come on back for more exciting updates and gaming news.


Tuesday, April 26, 2022

Asylum Earth - Supreme Survivor [New Cyberpunk Board Game]


 Asylum Earth-Supreme Survivor

Hey folks, here's the newest prototype box for the game. As you can see, the game title is now Asylum Earth as opposed to Remnants. I hope to print it soon with a matte finish and spotgloss titles and logos. It's hard to see here but it's going to look epic up close and personal on a shelf.

Again, in keeping with the theme, the new name speaks to the bigger picture and main theme, which is the survival of our species and the survival of our planet. Although Remnants are still a big part of the story and remain intact.

Hail The Theme

Asylum Earth rings true to the main theme by implying that this new earth after the apocalypse is hopeful and peaceful. Wouldn't that be a welcome change in our world? 

I first came up with EarthHaven, which I love but we all know that with the popularity of GloomHaven, that name wouldn't work. So I don't mind the compromise and I think Asylum Earth is unique and speaks volumes about the theme.

I also made several changes to the cover image, which now shows Andrea in a careful search for combatants in the midst of a terrorist attack.

New Card Decks

I've also added a number of card decks including bomb threat events with countdown cards and so on. This game is loaded with great play and I can't wait to put it all together and get it out there. But that's another chapter altogether and the name of that game is social proof. Period.

That starts with several influencers who champion this game and rave about it to their customer base or audience, if you like, and that's all followed by several other important things, such as awesome explainer and game play videos, conference appearances and demonstrations, and so on. 

Launch Time

It takes time and energy to launch a good game or product of any kind but the main thing is that the game itself is appealing visually and playable at first sight. There's no room for awkward moments or stale events that flow against the theme or genre. You've got to hit a grand slam right from the start. That's what makes a product go viral and amass interest, engagment, and ultimately, plenty of orders.

I hope to finish designing and developing Asylum by the end of this year. At that point playtesting will continue with a focus on finding its core audience of players and believers.

It's a long, winding road, my friends. Nothing comes easy or happens overnight. One day I'll be in full marketing and sales mode as the design and develpment stage winds down considerably. But, as I've  already said, you've got to get the right people involved. Great things don't happen in a vaccum. Great things happen in wide open spaces where your most guarded secrets are exposed for the world to see.

Share It

Share this game with anyone you believe might enjoy it and follow its progress right here as Asylum goes from a bunch of thoughts, to trial and error and eventually, a huge success in the gaming industry. Yes, you must think positive and act persuasively to meet your goals.

Strive to create the very best game you'd love to play and take chances because whenver you put yourself and your ideas out there, there's always a clash of ideologies at play between you and your audience and the point is that you've got to remain true to the genre but don't be afraid to add your own personality and points of view to a game because that's what makes it unique and different.

Come on back for so much more about Asylum Earth and tips on how to market your game and develop it along the way.

All products are experimental and this game is no different but as long as you expand the genre in your own way, you're on the right track. There are plenty of moving parts and synchronizing all of them is the name of the game.

Images that tell a story 

See you soon, right here where my next post will delve into what kind of images tell a story and hook your audience at first sight. I'll dissect my own cover to see what I think makes it great and what works to tell a story. If you're stuck designing your box cover, you'll want to get into this and see what makes a great cover tick.

Play on, folks.




Tuesday, March 15, 2022

Tabletop Apocalyptic Board Games (Remnants Supreme Survivor)





Remnants New Game Board

Here's an update for the new board. It's been a heck of an evolution for this game. This new board is actually a map featured in the first prototype. The USA map proved difficult to manage and that was apparent from the start but ambition can be not only daunting but sometimes a roadblock.

So now I'm back here and the game seems to flow much better with this new board. I never was a big fan of the full USA map because it looked trite and ordinary. With this new Manhattan city map, the game is more focused and familiar to me and far more interesting.

I've added another snarky card deck of explosions that include time clock events so it's all coming together in the final destination city where the girls, Andrea and Maria flee out of Austin, as told in the novel, Age of the Apocalypse, the hardcover edition.

I also started a new website to promote the three books tied to this game. So there's a lot going on and hopefully, I'll get to the end of it soon. No rush, no worries. I'd rather take my time and get it right.

As for the box cover, I've decided to print the next prototype with this image of Andrea, and subsequently, there will be more choices including boxes with Sergey Vasnev artwork.

Peace out.

Wednesday, March 9, 2022

UKRAINE'S DELIVERANCE IS AT HAND (Lap it up News Media)

 

UKRAINE FREEDOM SYMBOL
UKRAINE FREEDOM FOREVER


A symbol to help spread a message of hope, unity, and strength against tyranny.
People of Ukraine and all the oppressed worldwide: You are in our prayers.

"Together, we must unleash hell and
return this war from where it came and upon whom sent it."


Forget the "Z" Wicked "P" will burn in Hades forevermore.
 
That's his punishment for everything he worked towards, and surely, 
the only thing he really deserves on earth. 

That's God's justice, God's vengeance, and God's promise. 

"AΩ"

Amen.