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From Illustration to Original Board Games. Greta Zokaitytė


Briefly tell us about yourself and what brought you into the world of board game design. Was there a specific moment when you decided it was time not only to play games, but also to create them?

Board games have been an active part of my free time for many years. Both among friends and colleagues, we like to get together from time to time and play, so through different social circles, I have had the chance to try quite a few different games.

I am a game artist, and I have been working in the games industry for about 9 years, creating graphics for mobile and computer games. A couple of years ago, I got my first opportunity to illustrate a board game as well – it was eShop, created by Nerijus Gečas. It was precisely after this project that the idea started to grow in me that I would like to try not only illustrating, but also creating a completely original board game project of my own. I felt that both my creative and player experience could already develop into tangible, new creative solutions.

I know that you contribute to games not only by creating their mechanics, but also by illustrating them. What is the easiest starting point for you when creating board games: the visual idea, the mechanics, or the concept?

When I create my personal projects, I first come up with a thematic idea. Board games are no exception. At the moment, I am working on two game prototypes – one is about mixing cocktails from strange, random ingredients found around the house, and the other is about swamp monsters fighting, where their powers are manipulated using enchanted masks.

When thinking about the theme, the core mechanic idea usually emerges in parallel. Then I test it, improve it, and adapt it until I manage to find a working and fun version. The final visuals usually come last – only once I already have a tangible and functioning game prototype.

Are there things you refuse to include when creating?

It is always important to me that a project is done with heart and with quality. The main factors behind that are the dedication of the leadership and the project’s deadlines. If I see that a project is being pushed to be completed under an extremely tight deadline, that quality and artistic value are not important, and that the goal is only to have a project for the sake of having a project or for profit, I usually refuse such things.

Recently, you took part in a GameJam and won a symbolic audience favorite prize. What’s it about?

It is a card and dice-rolling game. A witch and a warlock disagree over who rightfully owns the swamp throne, so they enter into battle. They fight each other by using various swamp creatures. Different creatures have their own unique powers, which players can manipulate by using enchanted masks.

During a round, players roll dice, apply the effects of the creatures’ powers (both the base ones and those modified by masks), and count how many health points the opponent loses. Rounds are repeated until one character loses all health, and the opponent becomes the winner and takes the swamp throne.

I would recommend this game to players who enjoy fast, dynamic duel-type games with a bit of strategy and an element of luck. It should appeal to those who like rules that are easy to learn and games that can be replayed many times, with each session feeling a little different.

If you had to name one useful thing that allowed you to create the game quickly, what would it be?

I would say it is very important not to overload the game idea from the very beginning with too many different mechanics. I would advise focusing on one main, basic mechanic that is already fun and interesting to play, and adding extra elements or options that give the game more depth only once you are sure that the core mechanic really works.

I would also recommend not rushing the game’s visuals and using only very simple, preliminary solutions until the game idea is almost fully refined.

What can we expect from you in the future?

As I already mentioned, I am currently working on two board game prototypes. One of them, I would say, currently feels more successful and is much closer to completion. I have various ideas – at the moment, I have not yet decided whether I will approach publishers or try the crowdfunding route. Still, I would very much like at least one of these games to see the light of day in physical form and reach players one day.

I do not think much about market saturation. I believe that every creator who feels passion should not give up and should try to bring at least one personal project to completion – it provides very valuable experience. In addition, it is incredibly exciting to see your own creation in other people’s hands, on store shelves, and to know that it brings smiles or emotions. That is my dream right now. And at what pace I will be able to achieve it while balancing a fairly intense life rhythm – we will see. 🙂

Reveal your favorite board game and tell us who it would be worth trying it with.

I admit it was really hard to choose, but I would settle on Dice Throne. It is a game mainly meant for one-on-one play, where you choose from various characters with different powers and abilities. However, the game also has quite a few expansions – for example, ones that allow cooperative play, where you fight against the game itself and the monsters in it.

I admit it was really hard to choose, but I would settle on Dice Throne. It is a game mainly meant for one-on-one play, where you choose from various characters with different powers and abilities. However, the game also has quite a few expansions – for example, ones that allow cooperative play, where you fight against the game itself and the monsters in it.

I would recommend this game to those who enjoy strategy but prefer faster and not overly complicated game sessions. The basic rules can be learned quite quickly, but the different characters and their powers open up many interesting strategic possibilities. I also think it will appeal to players who enjoy trying different asymmetric characters and discovering ever-new play styles.


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