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

Monday, August 20, 2018

World's End - A Post-Apocalyptic Board Game by Stacy VanOrman



Here's a game I just came across, (hopefully not too late). It was just launched in March. I like the concept and trying to find Stacy for an interview. Standby for more details really soon folks. Let me see if I can jump-start this game and bring these zombies back to life.

What I really like about this game is what Stacy said towards the end of this interview. You don't need hours to learn the game. That's my same approach with Millennium. I've designed it as intuitive as possible so all the actions and game mechanics unfold organically. So far my rule book is only about 10 pages long and I hope to keep it that way.

Check out the link under the EXTRAS for a sneak peek at the Millennium Rulebook and Andrea's Journal.

Meanwhile, I'll keep you posted about World's End and where or when you can get it. If you're really a fan of apocalyptic games, this one looks promising. Hooray!

Don't forget to leave your comments below. And if you don't want to miss any new games on the market or games soon to be published, leave your email (securely) in the upper right box for the dope on all that, as Hemingway might say.

Game on!

Sunday, August 12, 2018

Millennium Board Game Launches in 2019!


THREE - TWO - ONE . . .

The chits about to hit the fan, P E O P L E! (Yes, I'm game-drunk again!)

Which reminds me, I have a load of chits to dream up and finish before I can call it a day. I had tested these chits as shards in my original prototype and they were horrible in two ways. They were too small and wafer thin so I'm going with the the 1" chipboard with better layouts so that should improve the quality considerably.

1" Chits
You know, that first prototype was both a revelation and a major disappointment all rolled into one. Most of the printing was way too dark so I'm being extra careful not to submit dark images. Most of the images are in PNG format and about 20% lighter than the original artwork. I had quite a few hits and misses.

Wow, it's been over a year since I started working on this game and I think it's safe to say that Millennium will officially launch in January of 2019. Hey, that's only six months away! Not so bad considering I'm a one-man-band, which is unheard of in this industry. Most board games require the involvement of dozens of people, designers, consultants, artists, etc., to put a game together and bring it to market over several years.

There are several ways to accomplish this, but for now, my main concern and focus is to design a board game that appeals to players interested in post-apocalyptic themes and stories. That's the first door I need to fling open, and from there, to introduce and present this new world with all its challenges, rewards, and stories in an exciting and engaging way. Easier said than done, of course, but you will never know unless you try.

And by trying I mean you have to be all-in. Players want to play a game that engages them in unexpected ways and holds their attention in a way that goes beyond game play. Playing a game for the sake of having fun is not a good enough reason to learn a new game. From my point of view, the real appeal of Millennium is that its main theme is totally relevant to our times.

The chits about to hit the fan, P E O P L E! 

Beyond game mechanics, the theme and world view the game represents is the most important asset to play up. By approaching the game that way, you elevate its meaning and its relevance.

At this point my main goal is to finish all the card decks (about 5 different decks) and continue to test the game beyond family and friends for more accurate feedback that will lead to a better gaming experience.

As they say, less is more, and so I've tried to keep the flow of events as simple and as intuitive as possible while maintaining a level of interest that keeps players engaged in a personal way. While one of the main objectives of the game is to rescue survivors, teamwork is important but not necessary to win the game. In light of that, I've made another change to my cover image.

My previous box cover featured Andrea rescuing a young boy, which highlighted the main objective of the game, however, after some thought, I changed the image to Andrea alongside her sidekick, a Bull Terrier named, Apollo. (BTW, she's packing a 9mm Glock)

Overall, I think this is a more interesting snapshot and it doesn't repeat what we already know. The design on the back of the box is also locked-in to juxtaposed imagery that adds depth to the game's themes. Namely, the past and the future.

I'm a sucker for the 1800s or any era in the past for that matter. (I'm sure my high school history teacher would be baffled by this.) And so I've added plenty of references to the Civil War, The Roaring Twenties, and so on. (See one of the video links under the EXTRAS column on the right.)

There's so much I can add to make this game even more interesting but that will hopefully come in a second edition. I realize this initial game is just a proof of concept that needs fine-tuning along the way but for now, I must include bits and pieces, as it were, of the bigger picture. I want to give players a taste of what's to come in a much bigger form if this game catches on.

Something tells me it's going to be a popular game if I can deliver all the elements I have in mind in a way that's a little familiar but at the same time, very different than any game of its kind.

That still remains to be seen and so time will tell. My lack of gaming knowledge can either serve me as a disadvantage or as an advantage because I'm not tempted to mirror any other games. So far, I've tried to put together a fun and exciting game with my own twist on a theme I enjoy playing but could not find on the market.

Once I get this next prototype locked-in and ready for sale to the general public, then I can think about presenting it to a major publisher to see if they are interested. At this point I still need to send out several boxes to reviewers and continue testing the game with various groups.

If I can generate enough interest and excitement about it, then that's a good start. I have to build momentum and follow that up with effective publicity in all the right places. On top of that, you have your marketing mix of ads and promos and blog mentions, etc. It's a marathon of things that need to fall into place around the same time for a good launch. (I know, I'm getting a bit ahead of myself.)


"I think it's easier to read the rules
by scrolling or clicking instead of turning pages . . ."


The new Rules Booklet is now available to download off the The Game Crafter.com website, and you can also view it (and Andrea's Journal) from this Millennium Blog. Eventually the rules, journal, more video links, and more about the game will be available via a standalone App.

I think it's easier to read the rules by scrolling or clicking instead of turning pages. This way, everyone can read the rules on their phone, which, in turn, makes the video links and the Millennium blog more accessible.

I've said way too much and this post has gone on far too long. There's a whole book of information I can distill about this game and about marketing your product but that will come in due time.


"Right now, I have to sign off before the 
attention-span police lock me up."


Right now, I have to sign off before the attention-span police lock me up.

There's so much more to talk about folks. Stay tuned for more insights and highlights coming soon. Best thing is to subscribe to this blog so you don't miss anything. I don't usually post on a regular basis (a big no-no) but when I do, I really spill the beans.

Hey, I'm juggling dozens of projects at the same time. Hard to keep track of it all.

Come on back for my next post where I'll talk about the final stretch to finish up all the artwork and hopefully add some new video links and maybe a new promo trailer, which is already in the works.

No worries, I have 20 hours a day to work, 7 days a week. I just need to make better use of all that time.

Game on!



Sunday, May 6, 2018

A Candid Look at The Millennium After End of Days

A Cooperative Game - A Post Apocalyptic / Time-Travel Story
Fast-forward to the year 2157.

It was the flashpoint to World War III.

Right, a historical marker and here I am still rocking my, "I'm Up Here" T-shirt.

As a journalist, being biased is never tolerated, but some things never change. Hell, even in a sports bra I still managed to earn the nickname, "Bam, Bam." Not funny at all, mind you, but I had no choice but to play along.

Let's face it, boys will be boys and so guys will always be pigs. It's in their DNA my dad says. Even he admits to some really crude behavior as a teenager.

"Don't repeat it," I tell him. "I'd like to think you're still a respectable dad."
"I have my moments," he says, awkwardly staring into my eyes.

"Ugh!"

How has it come to this? I mean, not that men are still pigs, well that too, but this End of Days scenario. Whose bright idea was that?

The dawn of the new Millennium will always be remembered as a prelude because the worst was yet to come. Suddenly, the end was not only near, it was finally here, degenerates and all.

ON THE CUSP OF A POST-APOCALYPTIC ERA

In the fall of the year 2157, a new level of fear, panic, and lawlessness, unlike any event before it, had taken hold throughout the nation. Now in survival mode, America holds its breath, praying that no more nukes fall upon us.

I'm still up here, guys!

The Earth waits as if the entire planet could vanish in an instant. It feels as if time is standing still and a sea of humanity, mostly pervs, escapes in slow motion; running, gasping for air, burning. Good riddance to them because there are always the defiant ones. The lucky ones, like me, who manage to survive against all odds. Against all the wicked devices of men.

I don't mean to sound biased or make myself out to be a prom queen, but I've had my fair share of run-ins with a few select male swine. Downright creepy.

Almost as bad as the Apocalypse but I am a survivor in more ways than one. And while nobody said nuclear war would be easy. There is a way out--an adventurous time-warp to the past.

Hey, I've seen the future and it really never lived up to all the hype. Too little too late for me. I'll take my chances looking back at the 1800's and beyond.

View of Mars from Exploration Mission I


FIRST THINGS, FIRST

Andrea sure had plenty to think about.

Right now, Andrea's first mission was to learn how to survive so she can help others along the way as she reached one of four Safe Havens before another bomb struck.

As a descendant of that previous era, circa the year 2000, Andrea found herself in the midst of another conundrum. Even as the first space explorers landed on Mars, planet Earth had already endured multiple nuclear blasts, decimating the United States with a ground zero detonation in Killeen, Texas; a small military town near Ft. Hood where no one survived.

Now on full-blown alert, another bomb shatters New York City as America reels from the effects of radiation. It is a time of great upheaval. Surprisingly, from Andrea's point of view, the future of Earth still seems promising, or maybe not. But that's what time-warps are for, Andrea thought.

This is a candid tale from the mind of Andrea; her manic dream. Follow her to see how her story unfolds from the pages of her personal journal and throughout the game.

Updated Game Board

SAFE HAVENS - Give Earth and Century XXII a Chance

There are four safe havens where you can seek shelter from radiation fallout. Each player must choose where to go for safety. There is also a rendezvous point in Washington, D.C., The Red Cross Headquarters where you and other players start your journey.

Join Andrea in her improbable trek across America and beyond. A nation scarred by violence but yet again wrought with uncommon beauty. A new nation rising from the ashes with a bright future and perhaps an adventure into a nostalgic past.

What are you searching for? And where will your journey take you?

Find out with the all-new Millennium Board game. A Post-Apocalyptic Time-Travel game, filled with glory and yes, plenty of candid moments.

Hang on for the ride!

Learn more about Millennium and other Terra Nova Board Games:
http://www.thegamecrafter.com/games/millennium


Tuesday, April 17, 2018

Re-Boot, Re-boot, Re-Boot - A Breakthrough With The Millennium Board Game


Sound the alarms! Baaaaack it up! Beep, beep, beep...

Scratch the vinyl record right here folks!

Stop the presses!

WTF!?

Okay, okay, enough with all the bad cliches. Let's get down to the real reason why I'm being so ridiculous. No, I've not been hitting the bourbon bottle. (Hmm, maybe I should be.)

I'm back with a bunch of changes to Millennium. All for the better, mind you, no steps backwards, ever. I had a change of heart on the East Coast and West Coast versions of the game. As good as that was in theory, I figured why re-invent the wheel?

No, I've not been hitting the bourbon bottle.

Instead, I'm switching to a six-fold game board, a new 9 x 12 tall box so everything fits nicely and I've ditched the black box design for a more traditional and thematic cover with Andrea rescuing an injured boy. She's also looking towards the front as opposed to giving her back to the viewer. Not sure what I was thinking other than trying to create a reveal but that just works in the movies.

Although, the biggest change is that Millennium is now a cooperative game. Other than all that, it's the same frickin' game. Go figure.

Call me crazy, but that's what I should've started out with from the beginning. It is an Apocalyptic story and so teamwork is a natural fit where everyone looks out for each other as opposed to every person for themselves. I am trying to make this a positive game with an edge as opposed to a "winner take all" POV where mayhem, pessimism, and greed rule the day.

Yes, going against the grain is always a risk.
But doing what you believe in can also have its rewards. It's about looking at the glass half full.

I think there's enough dark news to go around and I want Millennium to be different. I want it to come across as a hopeful game where Earth still has a bright future ahead of it, despite the grim outlook just because of a handful of tyrants around the globe.

Talk about a whole new feel to the game, this really narrows down the theme because it's all about rescuing as many survivors as possible in order to win the game as a team. There's just much more at stake this way and the game is more engaging and more fun.

Here's a preview of the new box:

Updated Box Cover


It's come a long way and I just might change this scene and show Andrea running from an explosion with the boy to make it more exciting and more dynamic. Although, I do like this scene or where she's waiting for the train. There are just so many choices to make and settling for one is never easy. But as you go along, the game develops into something different and if it's a better idea, you just have to go with it.

Once I get all the main events and cards in place, it'll be all about small details and how the game plays out, step by step. It has to feel just right. The pacing should be smooth but brisk without too much lag time between players.

Here's where playtesting with different groups comes in handy because every person will have their own experience with the game and hopefully they can offer suggestions to improve it.  I know that if I can get this game to the point where it plays out with plenty of tension and adventure, it will be a terrific game to play.

"Quite a longshot to launch a board game that way ..."

At that point, I'll have to try to find a publisher willing to take a chance with it and if that doesn't work, I'm on my own. Quite a longshot to launch a board game that way but you know, that's part of the appeal of designing your own games. It's a heck of a challenge to succeed at any level but especially rewarding if you can jumpstart one on your own and get it rolling at a steady pace.

It all remains to be seen, but I do have good expectations even though I realize that Apocalyptic themes are not exactly a rage these days, but I'm counting on Millennium to change all that. That's the dream and it's not impossible so in that case, I'm already in deep so no turning back at this point.

"Idealogy is king but trinkets are a close second."

My take on this theme may be just what board games need to kickstart a trend. You never know and the only way to find out is to be all-in. You can't put out a half-ass game, book, or anything else. You have to go for broke.

This board game is no small feat for one person, but if I can get Millennium out there as I envision it, I think it will succeed. If it does, it's all gravy from there because all my other games in development are much simpler and faster to finish.

It's a marathon, to say the least. Hey, it's either this or watching re-runs of Star-Trek. (My secret is that I can do both at the same time.)

Bottom of Box

Here's a sneak peek at the bottom or back of the box. I could write a whole book about this but in my next Post I'll try to tackle all the elements it takes to design a good back for your box. As you can see here, it's very cluttered but that's almost a given. I could organize it a bit more but there's just so much you need to include that it's always difficult to fit everything in a comprehensive way.

I'm also using a loss leader because I need all the advantages I can get. I'll get into that too and discuss a bit about sales gimmicks and how to make good use of them without seeming like a carnival barker.


You can see some of the bells and whistles here and let me say that regardless of your amazing plot and themes and your overall concept, players always love trinkets. That's what I call them and I'm not far off describing some of these game pieces. Other than an emotional angle, you also need tanglible objects. Idealogy is king but trinkets are a close second. Yes, grown-ups like toys too.

Enough said for now, I could go on and on but this article is already too long. Attention spans are not what they used to be.

Stay tuned for much more about the latest developments with Millennium and how I'm tackling each phase of this game from start to finish.

It's turning out to be a Master Class in package design and board game marketing and hopefully you'll find a digital version on Amazon after I finish this game.

Voila!

Sunday, December 31, 2017

Board Game Evolution - The Making of Millennium

Millennium lives on!

Yes, it's been a while since I posted an update on any of my board games since the holidays tend to sidetrack me, but here's an image you haven't seen for the new Millennium box.

As much as I like this design, I'm not sure I'll actually use it because it seems a bit unusual compared to so many other boxes in this genre. Maybe a bit too serious in tone when the ultimate goal is to use a fun image, but you never know, I just might go with it.

You'll notice on the upper left it says, "A Cooperative Game." I think this category and the overall theme fits better as a co-op game where players unite and try to reach a specific goal and survive as a team. That means that most of the rules and cards will go through another revamp.

As much as that hurts, I just can't ignore an improvement like this. It's just part of the game, if you will. The thing is that when you start a game you don't always see the big picture and sometimes you get caught-up in all the details that you don't want to miss.

The fact is that a doomsday theme lends itself naturally to this mechanism so why fight it. I'll have to roll with this punch in the gut but the game will be better for it. Besides, nobody really cares how much I suffer during the design process. It's all about the game and the (fun) experience it delivers. Period. Cry me a river.


Proposed Box Design

The board has also gone through major changes. It's now a six-fold board 18" x 27" so I can use the entire U.S. map from coast-to-coast.

This is an unfinished board (below) but you get the idea how the rest will turn out based on this graphic. I still have quite a bit to add to it; mostly destination points and locations as you see on the east coast. I'm trying not to clutter it too much.

Unfinished Board
Right now, as it stands, players start on the east coast, at the Red Cross Headquarters in Washington, D.C. and disperse from there to one of three bomb shelters as a final destination. When all players reach a bomb shelter, they win the game. But getting to each shelter won't be easy and that's what makes this game a challenge.

..."even in its simplicity there is
always plenty of built-in chaos."

That's the general idea but I'm still working out all the obstacles and cards needed to make that all happen in a fun and interesting way. That's the hard part but I think I can pull it off. Hey, anyone can design a game. The trick is to design a great game without annoying mechanisms that slow down the game or don't make any sense thematically.

I'm working all that out as I go along because it's easier for me to see the work in Photoshop than on a notepad. Although, I've already filled two notebooks and counting.

Millennium has really taken a sharp turn for the better but it has a long way to go. It seems to grow by the day but I realize I must stick to the theme and keep it simple because even in its simplicity there is always plenty of built-in chaos.

Having stepped away from the board for several months gave me a chance to see something I had missed before. Namely, that I needed to design and build this game as a co-op game because that's the nature of a doomsday scenario. At first, I had thought that making a strategic and competitive game might be a good idea, but organically, a cooperative game is really the best way to go so why fight it.

I think cooperative games like Pandemic are quite popular and have global appeal so that's the new direction and a better choice for Millennium.

..."that's the new direction and
a better choice for Millennium."

I've also been working on an interesting backstory or backdrop that ties-in the End of Days scenario with the asteroid Bennu and it's near collision with Earth every so often. That's one of Andrea's (main character) biggest fears.

And so it goes, folks. There's so much to do and so little time to accomplish our goals but we must press on and keep moving forward at all costs.

I preach this to my kids as often as I can. Life is all about the glory. You must endure the blood, sweat, and tears. Nobody cares about all that.

People only care about the glory and so that's your main focus; the final outcome. And it better be good.

I hope the new year brings you closer to your goals, my friends.

There's simply no time to look back.

Amen!


Thursday, November 9, 2017

How To Photoshop Your Board Game Box The Easy Way

Okay, finally I've been able to put together a short presentation about how to design a great game box in three dimensions the easy way on Photoshop.

Net Geometry for The Game Crafter.com

I'm designing my game on The Game Crafter.com so this is how they manufacture their boxes. They start with a black box and glue an image from your net geometry (like the one above) onto the black box, edge-to-edge and fold over the excess flaps, top and bottom. That means you get no side images for the left or right side of the box. (I know it sounds crude but it works just fine if they center the art properly.)

Using Photoshop, first cut out the center portion of the box and the top flap. Place side by side. Go to TRANSFORM and select CCW to flip it so your flap looks like the one below on the left.


Select the flap with the bounding box marquee tool, click on the move tool and move in any direction once to activate marching ants, then go to TRANSFORM select PERSPECTIVE and apply the effect as shown below for each image.


Notice I have each image on separate layers but you can keep them on the same layer if you want. Next, adjust (FREE TRANSFORM) the main image so it is not as wide, (almost by half) and proceed to join (move) the two images together (touching) or merge the two layers into one image.

Make sure both edges are touching. You can soften this edge next.

Now for a little Photoshop magic. Most people will keep this image or maybe add gray lines to all the edges but the box will look very unrealistic. To get good edges, I like to use the Dodge Tool set at about 65% with a small, soft brush and run it along each of the edges except the bottom one.

Soften and highlight all edges with the Dodge Tool.

See (above) how that adds a gentle highlight to all the edges of the box by softening and rounding them like a real box. You can run each edge up to three times or until you get an edge you're happy with. Trial and error here.

Almost finished box with reflection

I've also added a reflection of the box.

Follow these easy instructions to get that effect.

First, duplicate your box, flip it vertically and place as shown below.

Working with the reflection image, use the bounding box and activate marching ants only around the flap and then select SKEW. Grab the middle handle and skew it up until the angle matches the top flap. This won't affect the image as long as you don't move it.

Duplicate, Flip Vertically and position as shown above.




Now select the front of the reflection with the bounding box and skew it until you match the angle above it. (See below)

Skew the front of the box until angles match

Here's a close-up of the final version with the reflection in place. You can use any background color you like and experiment with the opacity for your reflection to get the best effect.

Don't forget to darken the left side of the box to give it a more three dimensional feel. Use the Burn Tool set at about 50% and experiment with it until you get the desired effect.

Here's the final version of the box with extra highlights on the corners for a worn look.

You can also adjust the brightness and contrast at this point to really make your box come alive.

I've tried many different things and this seems to work best to easily give product boxes the most realistic effect without buying expensive programs to convert to a three dimensional box.

Once you get the hang of it, it gets a lot easier and the effect is outstanding. Give it a try and email me your finished boxes and I'll post them here next time.

Any questions, please comment and I'll post an explanation in my next post.

Have fun!


Sunday, November 5, 2017

Board Game Heaven - The New Millennium Challenge



West Coast / East Coast Game Box
We all knew it was coming. So after months of designing an East Coast game board, I've decided to add a West Coast board to Millennium, which in my opinion was not only necessary, but inevitable.

After all, who wants to play only half a game? As cool as the East Coast board is, adding a game board that starts in San Francisco, CA, makes it much more complete and satisfying to play. Especially if the board is set in another era (1800's and 1900's).

The East Coast board is about 95% done and the new board is about 50% done, so I have quite a bit of work before finishing up this game.

I can release the East coast version this month (November) as I had planned all along but I rather not rush into anything. I want too take my time and finish this entire game as I know it will work best so that means two 18" x 18" boards side-by-side, which makes the game board a full 18" x 36" inches of awesome game play.


"It's quite a contrast of events..."

I'm still debating on splitting these games in half and selling separate boards. As it stands now, I plan on offering the East Coast board by itself and offering the West Coast/East Coast board game separately. This way gamers have two options at different price points.

While the main theme to the East Coast board is survival, the theme of the West Coast board is historical exploration, namely, the Wild West and Wyatt Earp, and moving on into the 20th Century and the Disco era of the 70's and beyond. I think it will be lots of fun, which eventually leads up to a time-warp transporting you into the year 2158 and into the East Coast. It's quite a contrast of events that I think works really nice and builds up to a full, well-rounded game.

Who knows? Only time will tell how it all plays out, but it feels like I'm on the right track. I'm also refining the four characters with multiple roles and ideally I would like to include a set of custom dice that allows special moves for each player. Both are good mechanisms that add depth to the game. Although, including custom dice all depends on how much it will add to the final price. Margins with The Game Crafter are already low enough so we'll see.
West Coast Wild West Card

Lots to think about and even more to do but I know it'll be worth it because it's going to make a much better game overall.

"I'm going full throttle
with Millennium..."

I do have four other games in various stages of completion, but I'm only one guy with limited time so right now I'm going full throttle with Millennium while I have good momentum on my side so I can finish it and move onto to other things on the design and production side as Millennium hits the market and I tweak that end of it.

It's nothing short of a full time endeavor, but that's what I do. For years I've had all these ideas and finally I'm putting them out there and giving board games a shot for whatever it's worth. Everything I've learned about design and marketing over the years has led me to this and it feels like the right time to try something different.

As it turns out, or maybe it just feels that way, everyone is getting in on the board game bandwagon these days. So competition is fierce but the market knows what it wants and champions what it likes the most so that's really the challenge; to figure out what's popular and put a new spin on it because let's face it, most of it has all been done before.

West Coast Card
"One person's favorite game
might be another's nightmare."

So while Post Apocalyptic games are not new, my spin and flavor is, so all I can hope for is that gamers identify and embrace it with fair reviews. That's always the hard part because like anything else, games are subjective. One person's favorite game might be another's nightmare.

That being said, if you design games you would like to see but can't really find out there, maybe that adds something to the gaming world. You never know until you put it out there and that takes a good investment mostly in time.

And as we all know, time is precious and in short supply, especially the older you get so you have to make the most of every day.

I think that by the spring of 2018 I'll be ready to release both editions of Millennium after several (hopefully favorable) reviews. 

Successfully marketing a game is really an uphill battle unless it has a viral element that key influencers can relate and latch on to. Big companies rely on bestselling books to base their games on and that always helps because they have a built-in audience to work with. And that makes marketing almost effortless.

East Coast Illness Card
If you don't have the luxury of basing your games on bestselling books or video games, stick with universal concepts that are already familiar to gamers and try presenting your games in the most unique way possible. Everything counts in gaming, even great and consistent artwork is a plus because there are plenty of collectors who appreciate that kind of stuff.

Okay, that's for another post. Meanwhile I've got to get back to work on my games. It's a bit overwhelming with so much to do but I take it one day at a time and keep on going until there's nothing left to do.

And then of course, there's always something else to do until it all bottoms out and then you move on.

For my next post I'm going to finally post my easy Photoshop tips for making product boxes like the one above. It's not perfect yet, but it's getting there.

Till next time, keep on gaming!

Your move.