Project Update: Gloomhaven production continues
Good day! I hope you had some happy holidays! We all enjoyed our festivities and are now back at our desks to continue to work toward getting everything across the finish line in the new year.
We've got progress reports on all outstanding projects, so let's get to it!
We've got progress reports on all outstanding projects, so let's get to it!
Gloomhaven
We spent a lot of time over the holidays continuing to work with the factory to make sure backer copies get out of the factory before the Lunar New Year. By all accounts, we are still on track with this, which is great news. Arch did some final physical proofing of components that needed color correction after the previous physical proofs, and we have started receiving some encouraging photos from the production line as everything goes full steam ahead.
We'll have more definitive confirmation next update as to whether we'll get everything shipped out on time, but we are confident everything should continue as expected.
We'll have more definitive confirmation next update as to whether we'll get everything shipped out on time, but we are confident everything should continue as expected.
Miniatures
In addition to a handful of new digital modifications and red wax samples, we also received received 38 polyurethane (PU) samples for previously approved models. The Cephalofair team is very pleased indeed with the quality we're seeing from our manufacture and it's exciting to have so many production ready miniatures in our hands! Seeing them side by side and first hand, we really think these miniatures will elevate whichever Gloomhaven campaign you're playing, or even better BLOW OPEN the amount of character and enemy model options for your Gloomhaven RPG campaigns!
Depicted below are a box of those latest samples, and a sampling of the notorious Gloomhaven demons next to an outnumbered City Guard.
RPG
From Danielle:
Happy New Year Mercenaries!
Happy New Year Mercenaries!
I have a couple of updates for you today. They are small, but definitely moving us toward a finished product on a timeline I’m happy with. Before I do that, I want to do a small “year in review” for the development of this project. While many of y’all might be familiar with board game creation, timelines, and production, RPG production is a completely different animal. It requires more people, more time, and larger (though certainly not more) art pieces. So without further ado, here’s a small snapshot of the RPG’s production cycle:
- Nov. ‘23: I started reaching out to and contracting authors. During this time, I’m also working with a small design team to hammer out final mechanical details.
- Jan. ‘24: First drafts rolled in slowly starting at the beginning of the month, through the beginning of February.
- Feb. ‘24: I read through all first drafts making corrections and suggestions inline for authors to implement changes.
- March ‘24: Authors return final drafts and the team meets for a playtest of the core book’s adventure.
- April ‘24: After testing, we decided to overhaul the entire system and rework all the powers. This required a system document rewrite and a card rewrite for all the documents.
- May ‘24: During the systems and card rewrites, we decide to reframe carded abilities as Skills. I also begin the work of doing a final development pass on the setting material to send off for editing chapter by chapter. I kicked off convention season with UKGE at the very end of May/beginning of June where I ran playtests of the game for folks.
- June ‘24: As the Skill mechanics finished up, I contracted authors to write them out in plain language for the book itself. Edited chapters returned and I worked on accepting and making suggested changes.
- July ‘24: This month was for finishing up mechanical work, and development on that mechanical work.
- Aug. ‘24: The final mechanical files passed through editing and we got everything ready for art and layout.
- Sept. ‘24: We started layout and an art buy at the same time, allowing for a quicker process. As our layout artist did rough flow, he gave us spots for art and I wrote up briefs. We began internal playtests with playtesters using characters at higher levels.
- Oct. ‘24: Art and layout moved, albeit a bit slower than I would have liked.
- Nov. ‘24: Art continued apace. Playtesting concluded and we began implementing suggested changes.
- Dec. ‘24: Before the holidays, we hired a new layout artist and got them up to date on the project. Art also continued to flood in. Additionally, Skill card layout began, and many classes have had their cards laid out.
That brings us to now.
I’ve got all but 2 pieces of art in and ready to go. Those two pieces are moving along, and the artist has been in contact with me regularly. We’ve got most of the book flowed for layout, and now I’m down to implementing the tiny corrections necessary to get it into printable standard. We should hopefully have a proof PDF soon, and shortly after that, we can send it to our printer.
There's nothing much else to update you on this time as we settle into the new year. Next update, we'll be back to the regular Tuesday schedule, meaning it will drop on Jan. 14. Catch you then!
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