Why great art & graphic design are so important for your Kickstarter campaign
I used several different methods to bring more attention to my first successful Kickstarter campaign Relics of Rajavihara, which funded 4 years ago. How time flies!
I used Facebook ads, demoed the game at in-person and online events, posted about the game on social media, talked about Relics (as well as other games I enjoy) in solo gaming Facebook groups and the Board Game Design Lab community, as well as any other opportunity that I could find to showcase my game.
Given all the options available, you can probably appreciate that there is no one magical silver bullet that’s going to make your campaign successful. There are many different things that you will need to try to get eyeballs on your game.
It is a combination of many different approaches plus a lot of hard work that will lead to getting your game funded.
Today, I’m going to talk about something that is crucial though: what your game looks like.
People DO judge a book by its cover
Whether a potential backer continues to scroll down your campaign page once they discover it or move on to the next game quite often depends on whether they like the look of your game. This all comes down to the art and graphic design.
Your game has to be eye-catching. People need to stop when they see the art and say “wow, that looks cool!”, then continue to scroll down your page to find out what your game is all about.
That’s not to say that beautiful art can save a bad game. Your game absolutely has to play well. But then again, you already knew that. 🙂
The first step, of course, is to make a game that plays really well and people love. Players should be asking if they can play your game again or where they can buy your game. These are the real signs you’re looking for.
But a player won’t necessarily be able to tell that they like your game if they haven’t played it before. That’s where beautiful art and clean graphic design can get people’s attention. Then you can use this to show them how cool your gameplay is!
How much should I spend on art?
“How much should I spend on art?” This is a question that I’ve been asked a lot. It’s a great question but also one that’s very hard to answer.
So much depends on how many individual pieces of art you need for your game, how intricate it is, and the artist or artists that you choose to work with.
But the first question I always ask is “Are you 100% sure you want to self-publish your game?”
This is an important question to ask, as you should only ever invest in any art or graphic design if you are planning on publishing your game yourself.
If you’re even considering pitching your game to a publisher, you’ll want to leave all the art and graphic design to them. Just make sure that your prototype uses easy-to-understand language and icons so that a publisher will get a good sense of the gameplay and understand the rules clearly. Any free placeholder art should convey what you’re trying to get across in the theme and gameplay but will still be subject to change.
It will be the publisher’s choice as to what artist(s) they wish to work with and what art they want to commission. They could also change the theme. So, you can see how your time, money, and effort would be wasted in this situation.
But if you are sure that you want to self-publish your game, you’ll want to have at least a representative sample of the art completed for your game, if not most or all of it. After a time, I knew for certain that I was going to self-publish Relics of Rajavihara before I approached my illustrator. I also decided to get all of the art done in advance so that I could move quickly from campaign to production.
So, how much should you spend on art for your game?
Again, it depends. Does your game have 100 different cards, each requiring their own piece of art? Is it an 18-card game that will require only a few different changes on each card?
For a simple game with only a few pieces of art, you might be able to get this done for under $1,000. However, bigger projects can easily cost thousands of dollars to complete. It’s been my experience that between art, graphic design, and rulebook design, you’re looking at a budget of $5,000 – $10,000 plus. Again, it really does depend on a lot of factors and the more art you need and the more intricate it is, the higher the cost will be.
My advice is to start by finding a few potential artists you’d like to work with. You can do this by looking in Facebook artist groups, looking up the artists for games you have on your shelf or have seen on Boardgamegeek or elsewhere that you find really compelling, checking out Deviant Art, or searching online for board game artists.
Let the artist know a bit about your project and ask them about their availability and rates. Some artists charge by the hour, whereas others charge by the piece or for the whole project.
Also, make sure to make the distinction between artist and graphic designer. While an artist can make you some beautiful images, they may not understand how to design a card or board to fit manufacturing specs. Likewise, a graphic designer may fully understand bleed lines, iconography, and other design details, but may not be able to create the kind of art you want for your game.
If you can find one of the rare people who is amazing at both art and graphic design (like I was fortunate to find in the incredible Tristam Rossin), then you’re really lucky!
Are you considering running a Kickstarter? What questions do you have?
Hit the comment button below and let me know!
5 comments
Ian Walton
Hi Joe – thanks for a great blog. I’ve found that the more I’ve looked at this, the more I’ve appreciated the value of a good illustrator. When I first went looking for custom art, I found it cost more than I was expecting (because of my own incorrect perspective; but every time I’ve commissioned some art and the first ‘draft’ arrives, I’ve always felt like “aahhhh, this is why you pay for illustrations”, because the artist has got inside my head and produced something better than I’d even pictured myself. It’s always money well spent, in my view. It’s also given me a better appreciation for the art in other games – eg the wonderful light game Town Builder Coevorden, which has a beautiful customer painting for every single card. I also think the days have gone when you could rock up on Kickstarter with a hand-drawn prototype and the promise of getting the art done when you fund. Backers expect to see a beautiful product – you can work on tweaking the rules and extras afterwards but you really need the art done in advance. IMHO anyway!
Joe Slack
Hi Ian,
Thanks for your comment! Yes, some nice art can definitely help give you more direction for your game and make it so much more visually appealing. If you’re planning on pitching your game to publishers though, you have to be willing to completely write this off. But if you’re planning to run a Kickstarter campaign, you absolutely do need to have a lot of great art and design showcased upfront.
I completely agree that the days are long over where you can put together a simple video and share your idea with the world. It has to look like a finished product. There’s just way too much competition and a lot of big publishers with a lot of money launching projects as well.
Ziemael
It is good that you give realistic art costs. As an artist (& 40 year hobby ttgamer😁) I am keenly aware that I am saving myself quite a bit of cash by applying my livelihood to my hobby. Even if my goal is to simply make two vanity horror games. 😉
Joe Slack
I’m envious of game designers who can also make great art and apply graphic design to their game. That’s a great way to save some money if you have the time and ability to do this as well!
Steven Bollenbaugh
“Beautiful art and clean graphic design”
I must confess that 99% of the time, the art and graphic design get me to look at a game—as much as anything, my board game collection is also an art collection. The second thing I look for is a theme with some sense of immersion; the art and graphic design are critical to me.
Once I have a game, the graphic design becomes more important in making it playable; great graphic design enhances gameplay, resulting in more positive reviews and ratings than it may otherwise receive.
Along those lines, I’m enjoying following a thread on BGG discussing the graphic redesign of Root;
Red Root — Redesigning for ease and fun as an interface designer
https://boardgamegeek.com/thread/3350198/article/44714699#44714699
I think graphic design is the key component of a board game’s interface.
(I received Relics of Rajavihara some time ago; it is a very nice example to illustrate your points.)
* A Software sidenote *
The BGG article above mentions using Figma for the Root redesign being discussed. Figma is one of the applications that I mentioned in response to your recent “graphic design program” article, so here is a repeat in case it might be of interest to some:
One of the frontend web developers I follow, Jesse Showalter, has an excellent segment in one of his videos on using Sketch/Figma for game design that may be of interest to some game designers. (Note: Figma can also be used for user/player flow design.)
Jesse Showalter https://www.youtube.com/watch?v=Ejw-XHs3LMQ&t=498s
When I was in web development, I saw Figma become the predominantly recommended application. It has a very capable free tier and is platform-independent since it is generally used in a web browser (but has downloadable apps as well). Figma quickly became my choice as well.
Figma https://www.figma.com/