don't aim for classic

selecting a graphic style and theme for my board game

friday 15th march 2024



I was pretty certain that my game was going to be 'classic' in style. I liked the idea that I was making a 21st century equivalent of chequers crossed with blackjack ...


The board would be plain and made of wood, faintly engraved with the 5 x 5 grid. Pieces would be made of metal and weighted to give players a feeling of significance and quality. The instruction manual would comprise hidden-line diagrams, minimal sans serif text and plenty of white space. It would be like an IKEA instruction sheet: simple, accessible and clean.


I created a set of 'IKEA' instructions at the start of 2023 and submitted it to the design registry. I also printed some drafts for play testing with my friends. Two weeks later I took a step back and my overwhelming feeling was that it was really boring. My wife helpfully confirmed my suspicions.


While the diagrams were clear, I never successfully captured the fun of the game mechanic. It was then going to be an uphill battle turning graphics so bland into a something that could be shared on social media, could appear on a box, stand out on Amazon etc. Learning from my previous mistakes, I decided to do some soul searching.


I thought back to the Gameboy Colour I had as a kid. The purple one with the translucent casing. I played The Road to Eldorado, Earth Worm Jim and Pokémon Gold. I thought about how much work must have gone into planning every pixel back then.


I liked the idea that my board tiles are split into squares that look like pixels. What's more, I could graphically style my boardgame to be in the 8-bit theme that brings back so much nostalgia.


As an Architect, I would say I'm a fairly creative guy but I'm no fine artist like the fantastic Andrew Bosley or Marie Cardouat. Unfortunately, I am on a tight budget and programme and can't yet accommodate a professional artist on the project. I'll just have to turn this limitation into some creative boundaries.


Once I had decided on my graphic style, I needed a theme that felt right when paired. I thought that the game itself often feels like a shoot-out, so why not make it western-inspired?


Further, unlike chequers or chess, where players are heading towards each other, in my game everyone travels in the same direction. It's a race, not a war. Therefore, it makes more sense if everyone is trying to attain something. Cowboys turned into gunslinging prospectors and now you know a little more about how MARCH ON:Gold Rush came to be.


Thanks for reading


Michael