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Cephalofair Games
7 days ago
RPG Designer Diary and Gloomhaven proofing
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Cephalofair Games
17 days ago
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Cephalofair Games
about 2 months ago
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Cephalofair Games
about 2 months ago
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Cephalofair Games
3 months ago
Progress Continues
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PROJECT UPDATE
Cephalofair Games
CREATOR
3 days ago

Project Update: RPG Designer Diary and Gloomhaven proofing

Good day! There's not a whole lot to report on in this update. Things just keep moving along, so let's get into the details.





Gloomhaven

We have finalized and digitally proofed everything but the rule book and setup guide, which we are putting finishing touches on.

As we turn the final corner on digital proofing, full color samples should be finished and shipped to us by the end of the month for physical review.

We anticipated having eyes on the final GH2E production miniatures this week, but are being told the molds need another week or two so we're expecting to see our first off the line minis around this time too.

Raw materials for the full production run of games and accessories is being placed in preparation for a December scheduled to be full of mass manufacturing!



Minis



Unfortunately there is not much new to report here, as we haven't gotten anything actionable from the factory, but we continue to communicate regularly and should have more to show next time.



RPG

For the RPG, we have another designer diary from Danielle:

Greetings Mercenaries!


I know it’s been a little while since my last update. There hasn’t been too terribly much to report, and I’ve been deep in the process of art direction along with playtesting. I wanted to chat a little bit about the back end processes of game book creation today, as I think these are the murkiest of processes that we don’t hear a lot about when talking about game design and production.


Folks are familiar with the concept of writing, feedback, editing, etc. But the visual design of a book is extremely important as well. Layout isn’t just putting the text into a PDF with a nice background and calling it a day. It’s also designing breakout boxes for special text that are both noticeable and accessible. It’s picking colors that are easy on the eye, and are accessible to folks with color blindness. It’s picking a font that is legible to the least common denominator. It’s also framing paragraphs, headers, bulleted text, and a myriad other things to ensure readability, cohesion, and aesthetic appeal.


Then we have to consider the art. I know the last time I updated, I talked about getting art contracted, but there’s more to it than just contracting an artist and telling them to go. We have to define where the art is going to be in the book. Do we want an image that takes up a whole page, just half a page, a small spot in a corner? And what text is near that image? Is it something we can illustrate to give a visual example of? Is it a person, place, or thing that we want to ensure captures the reader’s eye along with their imagination?


Then, we decide what the art should look like. We can’t just give the artist the accompanying text and expect them to envision exactly what we think would be interesting there. Instead we need to explain how many people, what the action is, what the setting is, maybe even time of day and colors to use. The more direction we can give on large elements, the more creative the artist can get with the details.


Then we go through three rounds of progress checks. First an initial sketch to ensure the basics of the action are what we’re looking for, correct number of characters, general location, no real details. Second, we get a color rough, where the artist has filled in the colors, given options, and filled in some larger details. Last, we get a final detailed image with all the little details filled in. At each of these stages, we go back and forth with the artist to ensure the image is where we want it to be. We ask for corrections on stuff like “quatryls only have 4 fingers on each hand, and vermlings have 5 fingers on each hand” and “inox are completely furred, so make sure their skin doesn’t look smooth.” But we also ask for other things, “this is really cool, but I think it would be even cooler if this character had a black eye and bloody nose!” 


All the while, we’re trying to ensure that each illustration gives a representation of the Gloomhaven world along with what characters in this world look like. In the board game, art is essential to know what you’re looking at. We have so much art to show off every character, monster, and maps. In the RPG, we want to show characters, but more importantly, we want to show where they are, what they are doing, and how they interact with each other. We want to show off cool ceremonies, big fight scenes, dark rituals, and creeping doom. But we also want to show loving comrades, people at play, and the lighter side of Gloomhaven that makes this game dark, but also extremely compelling. So, we pick artists with a variety of styles and we choose to illustrate action and drama over landscapes and cityscapes.


So you’re probably going to see a variety of art for the Gloomhaven RPG that evoke many different emotions. That’s a good thing, I promise!

Speaking of, here’s a sneak peak of a small portion of a 2-page spread we had illustrated which shows off all 19 of our playable factions. This is the Shields, Merchant’s Guild, University, and Way of the Robin.

Art by Nastya Lehn


And here’s a not quite yet final piece of art of our harrower quartermaster forging a new weapon.

Art by Jocelyn Sarvida

Finally, we also needed new symbols for all the factions. So, I hired Rich Thomas, an accomplished artist for Revised Magic the Gathering, VtM, VtR, and many others. And he absolutely delivered. Here’s the Sect, Shields, and Merchant’s Guild symbols:
 

I think that’s enough for now, until next time!

Danielle

                                               

Just a reminder that the team will be out at PAXU. Come by booth 2728 to get your hands on the Buttons & Bugs 2024 convention scenario card! Or if you want all four promo cards that we've released this year, you can now buy them all together in a pack, which will also be available in our webstore shortly after the show.



In addition, you can check out the RPG all day every day in room 104A, either signing up through the PAXU app or stopping by and seeing if there are openings. See you there!

And you can find the latest scenario from the Frosthaven community campaign here. There's just one scenario left after this!

Have a happy Thanksgiving (if you're in the US) and we'll catch you next time!
user avatar image for Varrath
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Am I the only one feeling that this is pretty silly? This was supposed to be a complete game they are revamping and rereleasing. The campaign finished maybe 17 months ago and I’m not seeing any concrete hint at dates when shipping may happen. For a game (gloomhaven only) that has already been released in the past and just needing some refining and stuff, it seems kinda bonkers it’ll probably be 2-3 years from campaign to delivery.

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Repeat Backer Badge

Hello, This may have been answered already, but will the class that's unlocked via puzzles in GH 1.0 be included with a newly made tuck box for GH 2.0 or should I keep the current tuck box from the original FH kickstarter? Thanks!

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Hi, I originally backed at "Slay a Bug" level with the intention of going for the miniatures sets once they got closer to production. When I look at the Backerkit survey now it is very unclear what is available. For example I have the option to switch my pledge to Buttons & Bugs or Frosthaven which are clearly not still valid. Is the miniatures pledge level still open and if so do we know yet when it will close? Thanks!

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Hello, I'm not the best at following pledge over the months/years. I did receive frosthaven some months ago, and then nothing more at this point. I'm located in France, and I understood (maybe badly) that I should already have received the wave 3. Am I incorrect ? If I'm correct, what should I do to get it ? Thanks for your help Kyarn

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