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Designer – No, Wait – Artist Diary: Crooks

Dennis Lohausen
Germany

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An Offer I Couldn't Refuse

In February 2011 I had just finished working on artwork for eggertspiele's Principato and was making preparations for the trade fair in Nürnberg when I received an e-mail from White Goblin Games. They had just seen promotional pictures of Principato, which they liked very much, and they asked whether I would like to – and whether I had time to – illustrate a "small card game" in much the same way. The theme would be crooks who needed to be recruited for thievery and burglary.

I had enough time on my hands and was definitely interested in working on this theme. As luck would have it (and this is the truth!) my girlfriend and I had just begun planning a party under the motto "The Godfather".

During the course of our contact it became clear that the game wasn't so small after all – not from the illustration side anyway, as all in all, the game included 32 gangster cards, eight recruitment areas and nine targets to break into, in addition to a Boss card for each player and a few bank notes. In other words, a lot of work to do.

First Steps and a Card Layout

With Jonny de Vries from White Goblin, I first tried to sort out the motto: As the game was to be based on gangsters, burglary and thievery, it shouldn't bear relation to reality. After all, it's just a game! That's the reason why we decided to place the setting in a fictive New York of the 1930s, closer to classical Mafia films and Gangster stories than to today's cities.

Before I start designing artwork for a game, I always try to get a general idea of the theme so that I am able to create credible pictures. This was, therefore, pictures of American cities in the 1930s (e.g., New York, Chicago and Boston), contemporary every day graphics and clothing, and nearly every gangster film that was based in this time.

A card game then begins with the layout of the cards, the balance between the pictures and gaming information. After that comes the theme-based color and form language.

The gaming information and symbols in Crooks are quite straightforward and in each card version identical. It was therefore possible for the illustrations to have more room, which is good for the atmosphere of the game.

The layout kept being revised during the game's development in order to optimize playability. Sometimes new mechanisms were added (the gangs, spy cards, killers and so on), but roughly the first layout was maintained. Optically it should have resonance with old American Bar signs and advertisements – somewhere between sticky bars and Art Déco.

Card layout step by step, and some icons

The Crooks: Nasty Guys and Raunchy Ladies

The main characters in Crooks are, of course, the crooks themselves, so it was important for me that each card showed an unmistakable character, someone who you wouldn't want to meet in the dark, but who you'd hire for a robbery. What was also critical for the design was, on the one hand, the ascending value of the card, and on the other hand the modifying factors of that value. A crook whose value is 1, for example, had to look less strong than an 8 or 9. It was also important for me to have a well-balanced mix of sex, age and race. This was easier to do in Crooks as opposed to a game set in medieval Europe.


A few short comments on the realization of these images: First, I painted the whole background as this picture, in an edited version, is shown on the backside of the cards.

And then the crooks, one after another. I work, apart from sketches, totally digital with a graphic tablet and painting software. I relinquish a lot of layers and draw everything on one surface, from the back to the front and from the rough areas to the details.


Two cards are based on photos of my girlfriend (who has been a model for other game characters before in Dominion: Seaside and Palastgeflüster) and me because I couldn't help smuggling us into this great theme! The other figures are imaginative but are definitely influenced by actors out of well-known genre movies.


"Willie, Why Do you Rob Banks?"

Next in line were the targets. The same process was applied as with the crooks and their value; there is less booty in a Chinese takeaway than in a casino. It was fun making up the names and signs on the buildings.

Note: Neil Crowley, the game author, wanted a casino to bear a certain name, as in another of his games, which is about a casino.


The Hangouts

In order to allocate the cards quickly, we opted for a vertical format, as with the crook cards. Apart from that, we wanted the typical places where the bad guys hang out, from the boxing club to a downtown bar. All the places that cineastes know and love out of different gangster films!


The Criminal Masterminds

There's not much to say here. These cards exist so that each player gets his color and doesn't forget it during the game. The player should also feel like the boss of a gangster clan.


Money, Money, Money

The most important thing in a robbery is the money, which is why there's so much of it in this game. Inventing money was a lot of fun and also a pleasant change to all the illustrations. The bank notes should look realistic but not completely like real dollars – just as the game is set in New York, but a fictive version.


A small tip for riddle fans: All of the bank notes have a different serial number! Each number is made up of the initials and date of birth or date of death of a famous gangster, actor, author or director of a mafia film (in addition to dates for the inventors of the game and their loved-ones) Have fun in seeking and finding!

The Cover Artwork

The box is not very big, so ideas of epic scenery were quickly abandoned. The cover should strikingly show what the game is about: all the variations of bad guys!


That's the reason the cover shows a collage of the gangsters who are in this game, a familiar style from old cinema posters (although in the good ol' times they were hand-painted).

The End

Finally, working on this game was a lot of fun. I don't often have the possibility of creating so many characters in just one game. Whilst drawing I think about each one of them, and create small stories and biographies which I then integrate into the paintings of their nasty faces and odd dresses.


I hope that the players enjoy the results as much as we (Neil, Jonny, Jeroen and I) enjoyed working on it. Having said this:

PUT YOUR HANDS UP AND GIVE US THE CASH!

Dennis Lohausen
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10 Comments
Subscribe sub options Fri Jan 13, 2012 4:31 pm
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Andrew Roy
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They look fantastic. I like how they come together.
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  • Posted Fri Jan 13, 2012 4:52 pm
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dustin boggs
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Victoria
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these are my overtexts and
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now I am without geek gold :(
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finger off the trigger... gun safety

and number 5 guy looks like charlie sheen and bruce campbell
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  • Posted Fri Jan 13, 2012 4:57 pm
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Joel Eddy
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Wow. Very nice. I really enjoy the art in Principato.

Will definitely look at this game as well. I don't usually jump on games for the art, but your description has me interested.
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  • Posted Fri Jan 13, 2012 5:05 pm
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Max Pfennighaus

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Thanks for showing the progress sketches. It's great to be able to peek under the hood of your process.
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  • Posted Fri Jan 13, 2012 8:00 pm
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午餐先生
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As someone who just did some art on a game for the first time, this is truly inspiring! Thanks for sharing.

I'd love to see more art diaries in BGG News.
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  • Posted Fri Jan 13, 2012 10:38 pm
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Steve Duff
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Fantastic.

Art just baffles me. I don't understand how anyone can go from some rough lines and circles to fully realistic pictures. "Oh, I just wave my pencil here and here, and voila, a perfect picture."

I go from rough lines and circles and end up with stick figures. zombie
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  • Posted Sat Jan 14, 2012 1:29 am
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Murray Grelis
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I'm raising funds for Cancer research, visit my profile page for details.
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Thanks so much for posting this. I LOVE seeing stuff like this on the geek. As an artist myself, seeing other artists work progressing is very interesting. I hope to see more.
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  • Posted Sat Jan 14, 2012 9:19 am
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Norman Mueller
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Just awesome.
This shows how much work there is to artWORK.
I think a main reason for most modern gamers to enjoy their hobby is the extremely high art standard, but they often don't realize it.

You don't have to go as far as comparing this to the old Monopoly or Risk boards to see that we've come a long way, baby..

A heartfelt thanks to all the great artists out there (and especially you) for making this hobby so great.
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  • Posted Sat Jan 14, 2012 7:21 pm
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Dennis Lohausen
Germany

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Just want to say a big "THANK YOU!!!" for all your kind words!kiss
It was a lot of fun to write this diary, but to be honest, just before publishig I felt more than a little nervous about how other people might think about it...

After reading your replies I can calm down again - which is good, because
it´s hard to paint with trembling hands

Best regards
Dennis

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  • Posted Sat Jan 14, 2012 9:22 pm
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Jonan Jello
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I love your art, Dennis. Really nice! Fun to see you and your girlfriend as characters!
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  • Posted Sat Jan 14, 2012 11:29 pm
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