Monday, August 25


This week I've done nothing particularly relevant to the blog at all. This weekend (today is a Bank Holiday in the UK) we've had lots of family up for The Daughter's second birthday and we spent most of last week preparing for the visitors and the party.

So, what to talk about? I've arranged a playtest this week on Thursday with my colleagues at lunchtime, as much as anything to force me to finish off the next version of Zombology ahead of the next Newcastle Playtest session on the following Tuesday. There's a bunch of graphics stuff to do in InDesign ahead of printing that out, so that's how I hope to spend the beginning of next week. It's been several weeks (maybe even a couple of months) since I last played it at work, so there have been a few changes since my colleagues have last played it. It'll be interesting to get their feedback on the changes and see what they make of the new version.

The new version also features some artwork that I've actually got permission to use. The previous version featured a hotchpotch of random images culled from Google, which seeing as it was just for personal use, I figured was alright. But the game looked a bit of a mess and the lack of rights concerned my puritan views on copyright, so I've finally got around to sourcing some legitimate artwork. Seeing as it's all come from the same place it all looks similar too, which ties the game together nicely.

So what is this source of free art I hear you ask? It's got over 1,300 icons that are freely available for use under Creative Commons, that you can even modify to better suit your particular project. These files are available as pngs or SVG vector art which make them easy to modify in a tool such as Adobe Illustrator (which I got as part of the InDesign Creative Suite while I was running Reiver Games for laying out and submitting art to the printers). I've tweaked almost all the art I've got from there, but without the starting point they provided I'd never have ended up with anything that looked half as cool. It's plenty good enough for prototyping, playtesting and submission to a publisher.

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