Book Giveaway - Asylum Earth: Age of the Apocalypse

Goodreads Book Giveaway

Asylum Earth by A. R. Arias

Asylum Earth

by A. R. Arias

Giveaway ends May 17, 2026.

See the giveaway details at Goodreads.

Enter Giveaway
Showing posts with label product design. Show all posts
Showing posts with label product design. Show all posts

Sunday, April 23, 2023

ASYLUM EARTH SUPREME SURVIVOR [Board Game Update]

 

Image from Can Stock Photo


Here's a nice image I considered for the box cover but I would have to add a weapon in her hands and that might work with an interesting background. That's what I originally wanted to use, a fierce female image like this because she (Andrea) is the star or main character of Asylum Earth.

But as you can see on the current cover, I opted for a butt shot with a weapon in hand. Not bad because it is provocative but I might give this image a try someday. With a bit of Photoshop magic, you'd be surprised how good it can work. She has the right stare in place so that's a plus.

Yes, my friends, it's all about sex appeal regardless of what you're trying to sell and you'll have to add a good dose of curiosity along with it. A dead-end image won't work. Your cover image must tell part of the story without solving or giving away too much. At its best, a cover image should feature the star of the game engaged in some interesting way. But you must also include a bit of world-building in the background to set the stage and present the main theme in a believable way.

Come to think of it, I'll work on that image and post it here to see what you make of it. You never know, I might wind up using it after all.

Right now the latest update is the QR Code I added so you can download the Rulebook onto your phone. I think this is a much better option than having only one printed rulebook that everyone needs to share. Besides, the online Rulebook will have hyperlinks so you can navigate the rules easier and faster and every player gets their own copy. Try the QR Code on the upper right and see for yourself. The rulebook is not finished yet but it's a good start.

New Asylum Earth game board sample

Above, you can get a peek at the new game board I'm working on. I've also added several card decks that really take this game to the next level. If anything, the new cards will add another layer of interesting options that players can branch off into in search of a winning strategy.

If I've learned one thing about designing a board game it's that you never really know where it's going. And I suspect that even after this game hits the market, I'll be coming up with better ideas all the time. Of course, there comes a time when you leave it alone but if on the road to developing your game, you come across a far better idea than what you have, by all means, shake things up and add that great idea to your game. So far, I've changed the name and the entire board several times and I don't regret it because the game is much better for it.

And you can't argue with better ideas. Sometimes original ideas lack depth and visual appeal so I always opt to improve even at the expense of delaying the game. Let's face it, if you publish a weak game you're going to get weak results overall. You've got to hit a grand slam or nothing at all. Product development is all about presenting not just your best but the best your product wants to be. That's not always evident from the start but as you move along with it you'll find better ways to achieve the ultimate design, which is to produce an interesting, provocative game that players fall in love with and will want to go along for the ride, wherever it takes them.

Come on back next week for the new box cover based on the image above to see which one is best.

Your comments or questions are always welcome.

Play on, players!



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.

Saturday, July 31, 2021

New Board Games - A Millennium Update [ The Apocalypse is Alive and Well ]

new game board for millennium
New Game board



 

Hey folks, I just wanted to post the latest update for Millennium. I'm still using the six-fold game board but I've added wide borders to accommodate playing cards. As you can see, I've also added several graphics keeping the theme in mind, of course.

I think this works and even though the map is a bit smaller, I think it will still be legible enough to play without straining your eyes to read. I've slowed down my pace and still working on the new role-playing card deck but I plan to get back into that this coming week and hopefully finish it before this coming month is gone.

The main difference here is that I'm replacing the states with territories. Based on current demographics and other criteria, race and ethnicity dominance will be a major factor after an apocalypse and so I'm working all that out as we speak.

How Time Flies

We're quickly heading into September and that's when I wanted to launch this game but I insist on not rushing the process because that will only result in putting out an inferior version. Every time I turn around I find ways to improve the graphics and overall design so all these delays are for the good of the final product.

I'd regret launching this game only to realize that I've figured out a better design via game mechanics or graphics so I'll be working long hours by the end of this year to print another prototype early next year in 2022.

That's just the way it is and so no worries because the game keeps getting better, although that's not to say that I'm striving for perfection either. I realize that small changes can be made along the way after I launch next year. My main concern is to produce a playable version with minimal corrections afterward.

Main Goal

My goal is to launch an interesting and fun game ready to hook new players in this genre with something different but familiar that has a strong storyline. New games simply cannot afford to launch with bad or tepid reviews. 

And so it takes time to develop a great game that hooks and engages players in the genre and beyond. I'm also working by myself for the most part except for the help of my teenage kids that said the rulebook was not clear enough. I don't doubt that because I'm trying to keep the rules to a minimum but I can't leave anything out. I've since revisited the booklet and made several changes to clarify the rules and gameplay.

Play Testing

At this point, I won't ask them to play the game until I reprint the next prototype because I've made quite a few changes and corrections to the rulebook, the board, and the box. Right. It's an entirely new look and feel and the best changes going forward.

Thanks for your comments and questions. I'll be back soon as I get more work done. 

Until then, stay safe and play on, people.

BTW, soon you'll be able to download the new Rule Booklet on the right column under Andrea. Believe it or not, I'm confident that I can really finish the game by the end of this year. At that point, early next year, I'll be posting Youtube videos about the game and sending out free game boxes in exchange for reviews before the game officially launches on September 11, 2022.


Tuesday, March 2, 2021

Millennium Board Game - A Nod to Cyberpunk 2077

 

Cyberpunk Prototype Box Design
Cyberpunk Prototype Box Design

Here's the latest update on the next prototype box. As you can see, Andrea, true to form, has robotic titanium-reinforced arms below her elbow. You can read more about that in the ebook, Edge of The Apocalypse available on Amazon.com.

So, this box has been through quite an evolution. This new design is probably the most direct and focused image based on the story in the three books. Andrea's Journal, included in each box, hints at events behind the scenes in detail about how the coming apocalypse gets underway and everything that happens to Andrea and her best friend, Maria.

Printed Journal Booklet

It's a fun story despite the fact that it takes place during an apocalyptic event, but hey, even the apocalypse should be entertaining at some level. But from my point of view, or Andrea's, there's so much more to Doomsday than doom and gloom.

And so, there are quite a few light-hearted moments and funny, albeit, tense situations, like their trip northeast when they pick up a suspicious hitchhiker in Jacksonville, Florida. Yes, Florida rears its dubious head, rightfully so, and not just because I live there.

My only reservations about Andrea's new image is the goggles, which give it a bit of Cyberpunk vibe, but I think I'll get over that and probably embrace it a bit more as I go along. Check out the robitic arms in a scene from the video game, Cyberpunk 2077.

These yellow marvels are attached at the shoulders, unlike Andrea's, which start at her elbows, sort of like the one Furiosa (Charlize Theron) sports in Mad Max: Fury Road. Yes, plenty of inspiration to feed from. Not to mention Blade Runner, which in my opinion leads the way with Cyberpunk history, if you will.

And so, I'll admit that while the Millennium game and Edge books are not hardcore Cyberpunk stories, they certainly lead into Cyberpunk territory. What separates my stories is that they reveal the seeds of Cyberpunk somewhat just as the recent Capitol insurrection revealed an underbelly that until that point had only been referenced and uttered in the deepest parts of the internet and among rogue QAnon groups.

Cyberpunk 2077 Game Trailer
Also, Andrea's one blue eye might suggest some sort of 3D camera lens capability but she was just born with a rare condition known as, heterchromia iridum, or different colored eyes, among several other odd birth defects mentioned in the books.

To really appreciate the board game, you should read the books because they give all the important backstory and juicy details that the game leaves out. And those ommissions are not intentional but they certainly are necessary because each product has its own vibe as far as feasability to inform.

And so, the books round out the game and vice-versa. It's a win-win all around.

In my next post, I'll talk about several other characters, which are still under development; namely Alex, Freedom, and Adam. These names are subject to change, maybe to a more descriptive image and so that remains to be seen.

Otherwise, Millennium lives on as a very ambitious board game with a scope unlike most others. I only wish I was further along with it but at this point I don't want to rush it out to market because in all reality, it's just not quite ready for prime time.

Getting it ready to meet the needs and wants of savvy players is what it's all about. And so the work goes on until the game is beyond awesome.

Stay tuned. It's getting close.

*** Remember to sign up here for private email updates about the Millennium Board Game. I hope to release the first edition this September 11, 2021. ***

Say it below in the comments.

Saturday, February 20, 2021

Hello gamers, it's about time to update my posts. I've been busy updating Millennium before the next printing of its 3rd prototype. It's a slow and tedious process, especially in my case but I hope to send for another prototype soon, maybe in April.

Here's the newly updated box cover I hope to print with the spot-gloss option.

Millennium Game Box
New Millennium Game Box
This is a rough version of the new square box. (large stout box) The main difference is the gradient around the letter M, which will be printed in shiny spot-gloss while the remaining image is a matte black around it.

Here's a sample of spot-gloss on the game board. It gives the spot a glossy and raised texture that's hard to see here but it is a very impressive effect.

I decided to go with a more comic book style to the box and a graphic novel feel for the books with the same idea. More contrasting colors and black and white gradients throughout.

It's not a hard and typical graphic novel look, but it has that flavor. As the design progresses over the next few months, I suspect I might indulge a bit more in the graphic novel approach to all the artwork.

Spot-Gloss
Overall, I think it's a bit more eye-catching and trendy, I suppose so this could be the direction I'll go in when I launch the game this September (fingers crossed).

It's a work in progress, as all things are and so I hope to fine-tune everything else to match and optimize the game mechanics, which is very important. I tend to work backward and tackle the design elements first because I work visually towards the end product. So all the moving parts are in place but I need to synchronize all those wonderful parts with an exciting game that players will love.

That's really the hard part. Everything else is window dressing but for me, that's an easier way to develop games. It's a lot like designing the poster for a movie before you write one word of the script. I think it's a good approach in this case too because I work visually, which is a good thing since players are first going to see the box before they learn to play the game.

I don't know about you, but that makes perfect sense to me.

In reality, I work on everything along the way, including writing descriptions of the game and developing images to go along with it for marketing and promotional purposes. And that reminds me of the back or bottom of the box. I won't be printing the bottom now but here's a preview of the "finished" design.

I've enlarged it so you can read the text, see the texture, and get a feel for the game and how it's played. It's an ambitious project with a broad scope so that takes time to develop and refine as I go along. Ideas are simple but their execution can be daunting as you can see. This image has not been updated with the new gradients yet but it's just a snapshot of the actual prototype box.

Back of Millennium Game Box
Back of Millennium Game Box


After I'm done with the game I'll post more about how I went about this design and why. There's much more than meets the eye here because there's so much to tell in a very small space. And so that's always a challenge. 

There's an entire book worth of information here as far as design and development but that will be for another post and another time.

Right now, I'm stuck in development hell as long as COVID-19 is around. But that makes the game even better because I'm not rushing anything.

Stay tuned for much more to come about the game's progress. It's slowly but surely getting to a better place than when I started so improvements are essential.

Meanwhile, keep on staying alive and well and keep playing this wonderful game we know as, life in the fast lane.



Wednesday, March 11, 2020

Product Packaging - Does Yours Have a Hook? [Apocalypse Board Games]

All-New Millennium Game Box
When it comes to product packaging, products are no different than a movie poster, a novel, or a short story; the secret to designing a killer package is to give it an irresistible hook.

Right, you thought hooks were just for movies and novels, well think again because everything needs a hook. Even your hooks need a hook because without a hook, it's just another cog in the big machine. This brings to mind a cliche, the squeaky wheel gets the oil.

Think about that. So based on this analogy, your product should be squeaking for oil or a damn good hook because without it . . . you get the idea.

And a good hook, of course, is a design element that attracts prospects out of sheer curiosity. Hooks speak to people instantly by engaging them with visual cues that tell a story.

With the Millennium box, the marketing hook is relevant and immediate. This box, this product, this game is not of this world. How do I show that visually? The game box washes up on shore, but notice that it's beaming from above. Not exactly a Star-Trek beam-me-up, Scotty effect, but something similar.

More to the point, this image brings to mind the monolith from 2001 A Space Odyssey. None of these design cues were intentional but given the nature of the game, a futuristic setting, these design elements tend to come naturally as an extension of the genre.

Another hook is the sepia-tone and the juxtaposition of a futuristic woman set in the 1930s past. That's the real product hook. The rest is marketing.

This is the new box I'll be printing shortly. The seal says: Earth's Brightest Journey - Starts Here.

That little zinger keeps the main theme of the game, that all is not lost, front and center. That there is hope for humanity, after all. In other words, this is not a shoot em up, end of the world, the winner takes all game. Yes, the stakes are high and the danger is real ( a potential apocalypse) but there is a silver lining at the end.

The reason for this sort of thinking is that if I had designed the game like all the rest of the apocalypse games known to humankind, then it's just like all those other games. And frankly, I'm not sure how other games play in detail because I don't want to be influenced by their mechanics.

So Millennium, for better or for worse, is as original but as familiar as it gets because it's in a realm of its own. That's what makes it unique and what sets it apart from other apocalyptic games. I think that's a good thing and it remains to be seen if consumers agree with that or not.

Either way, I believe it's a good move and I'm sticking to it and will continue to develop the game along those lines. Right, sometimes you have to take chances because playing it safe is not an option.

If you're struggling with a product and searching for a meaningful hook, leave your comments below so we can figure it out right here. If you can disclose your idea, I'd love to post it to see what we can come up with.

Meanwhile, I'm committing myself to work on the Extension game ( The Fall of Berlin - And Beyond) and hopefully finish it for September release as well. A tall order but not impossible so it's all in the works and I've got to get back to it, folks.

See you back here soon!

Thursday, January 3, 2019

Game Crafter's New Retail Box

New 9x12 Retail Box
Happy New Year, people! We've made it to another amazing year and I'm wishing you a prosperous new year and an exciting and inspiring time reaching your dreams.

For me, there's no better way to start the new year than with new and fresh business plans and ideas. If you're not growing and learning new and exciting things every day, life becomes a monotonous series of daily events. And so with that frame of mind, I'm committed to venture into unknown territory with no fear, no apprehension, and certainly high expectations as I hope you are too.

Pursue what's possible and everything will fall into place. Trust what you know and follow your passion to wherever it takes you and beyond. You'll be surprised how far you can get on a whim.

So along with the new year, comes a new box for the Millennium board game. Yes, this game is alive and well and just about to hit the shelves this coming September 11, 2019, with its companion book, The Edge of The Apocalypse.

The book (available in three formats) will be published sooner but the official launch for both products is 9.11.2019.

New Book Cover
In case you missed it, here's the new cover for the book. As you can see, I've added a pier and Andrea's dog, Apollo. I resolved the problem with the missing feet and so the book should trim close to how this one looks. I think I'll keep these colors and not try to match the book cover to the board game cover.

Here's a link to the previous article about the (details) new cover design.
https://boardgame-news.blogspot.com/2018/12/awesome-book-cover-design-tips.html

Although, the more I think about it, the more I'm inclined to tone down the colors on the book cover to almost black and gray, mostly because when you pair these products in one shot they should match in some way. I don't think that will make or break the presentation either way but I'll juxtapose a gray version of the book cover to see how they look together.


There are subtle differences to the game box too. I switched out the main font for the Millennium name because the Montalban font is more distinctive and looks more futuristic. I also toned down the grunge filter so the name stands out a bit more.

About The New Box 

The big difference with this new box is the style of the box itself. This is Game Crafter's 9x12 Large Retail Box. At first glance it's a bit unusual because the sides (from the top of the cover) don't reach the bottom of the box. The top and bottom of the box halves (each 1" deep) meet half way to the middle and that's why it looks split. See the Game Crafter video to see how they explain the reason for this kind of box. They claim it's stronger and more durable when folded this way.



I'm sure it is a sturdier box but I'm not so sure it's a great idea for the sides because it limits the width (2 inches) of the space for images, but I do think it looks different and eye-catching enough that buyers might be inclined to pick up the box off a shelf just out of curiosity.

One can also try to match the bottom of the box to the top of the box to create a seamless image on the 2 inch sides but I doubt these images will match up because the first prototype box top was off by almost half an inch! I'm not sure what happened with their registration marks but the cover was way off, with the name too close to the edge on the top of the box. I'll be sure to comment about that when they print this next 9x12 prototype. Either that or I'll be more careful to position the cover image exactly how I want it t appear.

We are all born with great intuition and natural instincts. 
These qualities are all we need to survive in life.
Thriving is just a matter of details.

I never fussed about it because these are only prototypes, but I hope this next box looks a lot better than the first. Another concern was how dark most of the images printed. I've made adjustments to the artwork by increasing the brightness about 20% on Photoshop so when the PNG files upload and you enable the color filter, the artwork will not appear or print as dark as it did before. This box is also big enough to fit the 6-fold game board that I'm using so I can fit the entire U. S. map as opposed to just the east coast as in the first game.


Millennium has evolved in so many ways and my advice to game designers is to start with a solid core concept and develop the game from that concept outward until you reach a conclusion that satisfies the players.


You must have a clear event or incident that sets the game off and leads to both short-term and long-term goals leading up to the game's conclusion and the big finale; the ultimate strategy and final goal that makes the game worth playing from start to finish.

Millennium's Concept



In Millennium's case, a nuclear explosion in Austin, Texas, sets the game off in a big way and triggers apocalyptic events revealing the attacker's Manifesto with their warnings and taunting demands. As explosions randomly ripple across the land, you solve clues and anagrams to stay clear and avoid the next bomb.


You can also rescue survivors for extra points as you try to avoid a variety of obstacles and pitfalls along the way. You can find different modes of transportation, such as electric cars, scooters, and even an Amtrak train.

If you reach Brooklyn, NY, you can travel back in time via a time portal at the Meridian line via Coney Island's Astroland Amusement Park. Each of these events and cities have card decks to help you get there and accumulate points as you go.


In short, it's an interesting and fun American history lesson as you make your way across the map to your nearest safe haven.

There's much more to the game, including video links, a Rule eBooklet with all the game rules and game play you need to know, right on your phone or tablet. They are minimal because the game is designed intuitively since events happen sequentially as they might in real life.

As the day of publication nears, I'll post more details about how to play the game. The rule book is only about 15 pages long and the game is very easy to learn. In addition, all card decks provide plenty of information on your next move so it's a quick game to learn as you play.

You can access the (unfinished) eRule Booklet here:
https://boardgame-news.blogspot.com/p/millennium-rules.html

Join the fun on Twitter