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Questo che segue è un illuminante articolo
sulle regole da seguire e modi di procedere
per la creazione di una tile per Heroquest.
L'autore è Ron Shirtz, abile e bravissimo
creatore di tiles del web.
A little background history...
I've always admired the graphic
components of the many RPG and
wargames I have bought over the
years. In fact, I'm usually sold
on the graphic presentation of a
game rather than the game system
itself. I find the visual
display of painted miniatures on
colorful mapsheets and game
boards the coolest part of the
gaming experience. When I bought
a copy of the Milton Bradley
game HeroQuest, and later Space
Crusade, in 1998, I would not
play either of them until I had
all the miniatures painted! In
September of the that same year
I came across Dewayne Agin's
HeroQuest website. On his site
was a page devoted to
downloadable game tiles for
HeroQuest. Seeing this page
sparked the desire to try my
hand at making game board tiles.
My first several tiles were
terrible, and thankfully have
been forever digitally deleted.
In the next two and a half years,
I would master the art of making
tiles and eventually contribute
over 100 full color game tiles
to Dewayne's site. Dewayne was
very supportative in zipping the
files and making new pages for
the thumbnails for me to be
posted. Many times I would send
him a second or third version of
a tile to replace the previous
one that had minor errors. He
would cheerfully upload it to
keep my sensitive artist ego
happy. In 1999, at the
suggestion of a visiting gamer,
I decided to try to market my
tiles by offering a printing
service for my tiles. Encouraged
by the response, I created my
own business, Working Stiff
Productions. Feeling confined
with theI the standard 8" x 10"
size format, I began making
custom-sized 11" x 17" game
tiles. My next big break came
when in October of 2000, The Art
Director of Dragon Magazine,
Peter Whitley, reviewed a
porfolio I had sent and
contracted me to do a series of
five full color tile posters for
five issues in the Dragon. Four
of the posters tiles have been
published in the issues 280-283.
The last poster was to my
knowledge never published.
Perhaps it may yet appear in
some future issue of the Dragon.
Working for Dragon magazine
helped me set higher standards
for my tiles. Peter Whitley was
very kind and helpful getting my
work to fir a published format.
In the 2003 August issue of PC
Gamer Richard Caravan and I
received high marks (88%) for
our artwork on Mark H. Walker's
Lock 'N Load Vietnam Board game.
Richard designed the suberb
counters, and I design the five
full color maps. It was a great
honor to hear the National
Vietnam Veteran's Art museum had
inducted the game into it's art
collection.
What program do you use?
Adobe Photoshop 6.0 is my
program of choice. I can’t speak
on the merits of other image
paint programs like Corel Draw
or Canvas, but Photoshop has
everything a 2D digital artist
could ask for. Layers, special
effects filters, dozens of art
tools, and color adjusting
features. I also use a plug in
program called Alien Skin to
create extra texture effects
such as bevels, glows, wood
textures, glass, fire, and many
others. Photoshop is a ravenous
pig for tapping the computer's
resources. It can take all the
RAM, hard drive space, and CPU
speed you can give it, and still
ask for more! Not that it
freezes or crashes-- it is a
very stable program. But when
you are working on an 11” x 17”
tile at 250 DPI,it will slow to
crawl when applying a filter
effect or performing a simple
cut and paste. Graphic images
that physically large, at such
high resolution, really tax a
computer. When I first designed
tiles for Dewayne's site, I set
them in 72 dpi resolution for
easy file downloading. I slowly
increased the resolution up to
100, to 125, to presently 250
dpi. The higher dpi gives
beautifully detailed images, but
at the cost of humogously large
file sizes. You may want to set
your DPI resolution down to 100
to 150 DPI to keep the file size
down and make the tile file less
demanding for the computer to
work with. Your printed piece
will not be as sharp as compared
to a 250 DPI one, but still look
prety good for gaming. I guess
that’s why some computer
magazines use Photoshop as a
benchmark when testing new
computers for performance.
Recently I've been experimenting
with 3D rendering. The results
have been very exciting! I can
create many objects for tiles
quickly and accurately and
import them as 2D images in
Photoshop. More of my tiles in
the future will be using items
designed in 3D.
How long does it take?
Depending on the complexity of
the tile, whether it’s just a
dungeon floor or a very
decorated room, anywhere from
1-5 hours for an 8”x 10” size
tile. High-tech tiles take more
time as they required lots of
nuts, bolts, buttons, etc.
Larger (11” x 17”) tiles are ten
times longer to make.It took 40
plus hours to create the Space
Freighter tile set, “Brandy’s
Lament”. I was pretty burned out
after making that one. It was
several weeks before I would
even consider making another
tile!
How do you achieve such
realistic effects? Using a
combination of design techniques
and clip art photos I can
achieve a near photo-realistic
effect with many of my tiles.
Clip art saves me considerable
time from having to design
sub-components for many tiles.
But using clip art effectively
is more than just cut and
paste---much of the clip art I
use has to be resized, cropped,
trimmed, flipped, rotated,
distorted, and otherwise
modified to fit the scale and
colors of a tile. I spend a lot
of time researching hundreds of
clip art files to find one to
suit my purpose. But while I
make use of stock photo clip
art, the majority of my tiles
are created ex nilio in
Photoshop. The real key in
making realistic tiles is the
use of lighting. Highlights and
shadows give depth and drama to
artwork. Using Photoshop’s
layers, blur filters, dodge and
burn tools I can create lighting
effects to make the tile more
dramatic. Adding texture
overlays also enhances the
finished product. These texture
overlays can be imported and
blended in at different levels
of transparency to really set
off a stone floor and other tile
elements. Keeping the tiles to
25mm scale can be tricky--I keep
a 25mm miniature next to my
computer compare against the
tile on the monitor to help keep
the tiles in reasonably close to
scale. Even so, I often fudge
with the scale to make items on
the tiles bigger than life for
dramatic effect--- I used the
excuse of artistic license more
than once to justify my errors
in keeping scale!
Where do you get your ideas
for tiles? Mostly movies &
comics. Among my favorite
artists are N.C. Wyeth, M.C.
Escher, The Brothers
Hilderbrandt, and Jack "King"
Kirby. A lot of the old
adventure movies from the 1960's
give me inspiration for themes
to make tiles. The idea for the
"Crocodile pit" tile was from an
old Tarzan movie I saw as a kid.
Nowadays when I watch a movie I
spend more time watching the
scenery and the sets than the
actors! Sometimes I get ideas
from studying photos of
historical buildings and
structures from the past.The
tricky part is making the idea
translate into a top-down
perspective on a tile. I often
approach the design of a tile as
if I am building a stage for the
action to take place. I often
add obstacles, pathways,
different elevations, and other
features to make a tile unique,
and to give challedges for a
party of adventurers to overcome.
My goal is always to make a tile
evoke mystery or drama. I like
to think that my tiles often
tell a story by themselves,
giving the GM ideas for running
an adventure.
A final bit of advice:
Don't be too discourage if your
first attempts don't come out
very well the first time. (Then
again, you may be a natural born
artist and whip out masterpieces
on the first try--I've seen it
happen!) If you saw my first
tiles I did three years ago, you
would have thought they were
pretty pathetic. It wasn't till
my second year I started to turn
out some decent ones, and by the
third year I was finally good
enough to get Dragon Magazine's
attention to publish my work.
Even then, it wasn't until my
last two tiles in the poster
series that I begin to hit my
stride. You must decide if you
are going for masterpieces, or
just some nice, useful tiles for
gaming-- It can be a toss up to
decide which would you rather do
----gaming or making tiles! Live
with your choice and don't
compare your work with others
unless you are going for
masterpieces. I make tiles
because I enjoy it, (or getting
decent bucks to do it!) The
minute making a tile seems like
work is when I wrap it up and
call it a night. It's gotta be
fun to be worth doing.
Best Regards,
Ron Shirtz
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