Zak Eidsvoog: Art in Board Games #58
“I got my first couple of board game clients after I did a self-directed fan redesign project where I made new art and graphic design for a game I really love..”
Editors Note: A lot of my joy running this site comes from discovering new (to me) artists. Today, I’m joined by Zak Eidsvoog, whose board game art recently caught my eye. If you love board game art, consider checking out more great interviews and artists in the archive!
Thanks for joining us, Zak! Could you tell us a bit about yourself?
Hi, thanks for having me! I’m a graphic designer, illustrator, and game designer (although I never know which order to put those in, haha). I was born in the Seattle area but grew up mostly in Portland, Oregon, where I now live with my wife and our dog, Kodi.
Pretty much all of my current creative pursuits began in college (in the early 2010s), where, after a couple of years of studying mechanical engineering, I decided to switch majors to graphic design with a minor in visual art. This was also around the time I got into hobby board gaming and started experimenting with game design myself.
A couple of years after graduating, I started freelancing for some indie board game publishers as a graphic designer and illustrator while working on my own game designs on the side. I’ve been doing all that for a little over 10 years now.
I’ve always had a balance of game and non-game-related clients, but at this point, I’ve worked on 20+ client games in some capacity as a graphic designer/illustrator. As for my games, I have a handful that I’ve released myself as print and play games online, as well as my first published game, Confusing Lands, which was released last year.
Do you have any advice for anyone trying to break into the industry?
My advice for anyone trying to break into any creative field is to start making whatever it is you want to be making professionally (art, graphic design, games, music, whatever). Clients will be more likely to hire you if they can see you have done the kind of thing they are looking for.
If you already have good examples of your work, make sure you’re putting it in front of people who are interested in that kind of thing (have a portfolio site that’s easy to find/navigate, post in bgg forums or on reddit, go to conventions or in-person feedback groups, etc.). Make sure that you’re putting yourself out there and making it easy for people to contact you and get a quote if they’re interested in working with you!
I got my first couple of board game clients after I did a self-directed fan redesign project where I made new art and graphic design for a game I really love (Impulse by Carl Chudyk) and then shared images and some of my process on my portfolio site and on BGG.
Game jams can be another great way to get some experience working on game projects and to make connections with other people interested in games. While there are generally more jams geared towards people who make video games, tabletop game jams are also becoming more common.
With such a broad spectrum of clients, do you have a process for starting new projects?
Whenever I’m doing client graphic design/illustration, my first step is always to interview the client and make sure I understand what the goals for the project are and what makes it unique. Sometimes, there’s room for me to bring some out-of-the-box ideas before settling on something and moving forward.
For those kinds of projects, I’ll do brainstorming exercises, gather visual inspiration, and create mood boards & sketches of potential creative directions. Other times, things are pretty locked in, and it’s just important for me to get up to speed and work with what’s already there.
How does your approach change when working on your own projects?
For my personal game designs, I would say that I’m a mechanics & game-feel first person. Usually, the very first test I do with an idea is to take as many blank cards or other components as I think the game will have and practice shuffling and dealing and moving things around, imagining how the game will feel to the players.
I tend to design my early prototypes in a somewhat abstract, themeless style to keep things flexible as I test out ideas. Laying things out this way helps me avoid getting carried away with the visuals before the gameplay is solid. Once I have something I like, I’ll either start showing it to publishers or, if it’s something I’m planning to develop myself, I will do my usual process of brainstorming, moodboarding, and pitching myself art and graphic design styles, as if I were doing a client project.
How important do you think the art is when pitching games?
Unless you’re designing something where the art is a fundamental part of the gameplay mechanics (like Dixit or Mysterium), I don’t think art is all that important when pitching games. I’ve heard from most publishers that I’ve talked to that the most important thing is that prototype components be clearly laid out and easy to understand/play with.
Keep in mind that some publishers may like your game but have a different theme they want to publish it with, or they might have specific artists they like to work with whose art style more closely matches their brand.
With all that being said, because I am an artist and a game designer, I will sometimes have ideas that I choose to develop in a more holistic way (with the art informing the game design and vice versa). When that happens, I think it’s ok to embrace doing both art and design, knowing that things might need to change later or you might end up going more in the direction of self publishing. This was essentially what happened with my game Confusing Lands although I was lucky enough to find a publisher whose vision for the game was pretty aligned with what I had already done myself.
I discovered your work through 'Confusing Lands,' a board game with a whimsical, lighthearted art style. Where did the idea for this game come from?
‘Confusing Lands’ was one of three 18-card games I designed between 2020 and 2022 during the first few years of the Covid 19 pandemic. The other two are ‘Double Date Simulator’ (available as a print-and-play game on my itch page at zak-makes-games.itch.io) and ‘Solitairra’ an as-yet-unreleased solitaire game.
Like most of my games, Confusing Lands started with a very simple, somewhat abstract art style. However, even from the beginning, I imagined a lush landscape with rules that would prompt players to build very different ecosystems from game to game. As I developed the game more, the mechanic of stacking things on top of each other — as well as the random shapes formed by the cards — led me to think it could be a game about wacky floating island chains.
What does Confusing Lands art tell us about its world?
My initial goal for the art in Confusing Lands was to find a style that would look really pretty once players had finished gathering and placing cards to complete their landscapes. I first explored a more painterly style, thinking that it would add to that lush, picturesque feeling I was going for.
However, because the art serves such an important functional purpose in the game (it’s how players tell what type of terrain a given space counts as), I quickly found that I needed an approach that would make each space’s terrain type stand out more clearly.
This led me to the final art style for the game, where each terrain type has a bold outline and a specific color associated with it. After testing out this more cartoonish style, I was pleased to find that the final landscapes still look quite pretty, with the added benefit of being easily readable.
As for the world of Confusing Lands, I knew from the beginning that I wanted the game to depict the harmony between all the different elements within the game’s world (plants, animals, people, etc.). I do think the bright, cartoonish style that I ended up using helps give a sense of positivity and symbiosis to the world which people find appealing.
You’ve mentioned you’re mechanics first when designing games. Did you draw any inspiration from other games when creating Confusing Lands?
Gameplay-wise, Confusing Lands was inspired by a number of tile/card-laying games, most directly Micro Rome, Tiny Islands (digital) and Isle of Skye. All of these give players scoring conditions to influence tile placement but I wanted to see what would happen if the scoring conditions themselves were part of the tiles/cards and therefore a larger part of the players’ decision making process. When I designed Confusing Lands, I was also playing a lot of Lost Cities, and I wanted my game to capture some of the tension of committing to new scoring opportunities in that game.
After testing out several different approaches, I settled on the system where each scoring condition you take subtracts 10 points from your final score. This sometimes means that players will score in the negatives after their first game, but I’ve found that adds to the charm and usually makes them want to try again and improve. The name Confusing Lands is kind of my way of saying, “Don’t feel bad about your first score; it’s supposed to be confusing!”
What are you reading, listening to, or looking at to fuel your work?
I’m currently reading “Masters of Atlantis” by Charles Portis (author of True Grit). It’s a fictional account of a secret society founded in the early 20th century and it has been a super fun read so far. I also recently read the Earthsea books by Ursula K. Le Guin for the first time, which really had an impact on how I think about life and art in general. A couple of great art books I picked up recently are “Umbra” by Jordan Speer and “Houses with a Story” by Seiji Yoshida.
Comics-wise I’ve been following the webcomic “3rd Voice” by Evan Dahm, as well as anything that Simon Roy puts out. Pretty much the only TV show I watch these days is Taskmaster, but as a game designer I find it very inspiring and enjoyable (my wife and I are eagerly awaiting the next season). We’ve also started renting older/foreign movies from the library and two really great ones we saw recently were After Life (1998) and Petite Maman (2021).
Besides all that, I find a lot of inspiration in nature, especially going on hikes in the Columbia River Gorge or along the Oregon coast. My wife is a singer and we have a lot of friends in the performing arts, which I’m super grateful for. Being part of a community of people working to make art always inspires me to keep working on my own projects.
Finally, where can we find you if we’d like to see more of you and your work?
You can find me at zakeidsvoog.com and on pretty much all the socials at @zakeidsvoog, although Bluesky is probably where I’m most active these days. You can also find my personal games that are available for print and play at zak-makes-games.itch.io. Lastly, if newsletters are more your thing, you can sign up for mine at zak-makes-games.beehiiv.com/subscribe for occasional updates on the art and game design stuff I’m working on.
Owen Davey: Fame & Fable - Art in Board Games #57
Fame and Fable draws inspiration from folktales, mythology, classic and modern fantasy, and popular culture. It’s a love letter to all of those influences, but it also keeps things light and approachable.
Editors Note: If you’ve visited my site before, you might notice it’s been a while since my last interview. This site has always been a passion project of mine, and I’m excited to return in 2025 with new interviews. If you love board game art, consider checking more great interviews in the archive!
Today, we’re joined by Owen Davey, the designer and illustrator of Fame & Fable, an upcoming fantasy board game with a gorgeous unique world. If you like what you see, check out Fame & Fable on Kickstarter!
Fame and Fable - Board Game Cover Art
Thanks for joining us, Owen! Could you tell us a bit about yourself?
Thanks for having me. I'm a father of three kids and a freelance illustrator based in Worthing, UK. I've been working professionally as an artist for nearly 16 years now. I work across the whole industry really, regularly working in publishing, advertising, editorial, apps, packaging and teaching.
Where might we have seen your work?
I've worked with clients including Google, Disney, National Geographic, WWF, London Zoo and more. I like the variety it brings to my day-to-day work life. I've also had more than 40 books published, many of which I authored - often non-fiction and focusing on animals and nature.
With such a broad spectrum of clients, do you have a first step for new projects?
Research - it is pretty essential for my process. I have to explore whatever brief I've got, try to understand it in as much depth as I can, and then try to find inspiration within that. Often if I get stuck for ideas, research can dig me out of that hole - the world is a fascinating place with many topics that appeal to me, so I generally just follow my curiosity.
Owen Davey - Fame & Fable - Group Art
One of the things that I love about being an illustrator is that nobody else would create something in the same way as me - all my influences and interests are wrapped up in each project, so my experiences and my life shape a lot of what I create. That research to curiosity to inspiration process pipeline is where a lot of that stems from.
Fame & Fable board game on the table
‘Fame and Fable’ looks gorgeous. What made you want to create your own board game?
I've been a lifelong board game enthusiast, but over the past several years, I’ve fully immersed myself in the hobby side of it. It’s no longer just about the classic family staples or traditional card games; I’ve developed a deep love for in-depth thematic games that can easily steal hours of your time.
After the lockdowns in 2020, I felt an even stronger urge to step away from screens and spend more time with friends. That’s when I started engaging in regular game sessions — sometimes packed with a variety of short games, and other times devoted to tackling one sprawling epic.
Owen Davey - D&D Character Art - Anara
I’ve also started playing more solo games, but my favorite part of the day is still unwinding with my partner in the evening. Once the kids are asleep and the house is tidied up, we dive into a game together — it’s become such an important ritual.
During lockdown, I was also part of a Dungeons & Dragons group and eventually took on the role of Dungeon Master. I poured so much energy into it, homebrewing everything from NPCs and monsters to items and locations.
Fame and Fable Board Game Prototype
I became obsessed with not just describing the world but illustrating it too, so my players could better visualize the adventures. When someone else took over as DM, I found myself left with a treasure trove of artwork and no clear purpose for it all. That’s when I decided to combine my passions for fantasy, board games, and illustration to create something new. Years later, that passion project has grown into Fame and Fable.
Fame and Fable’s world feels unique while paying tribute to classic fantasy tropes. Where did your inspiration come from?
Fame and Fable draws inspiration from folktales, mythology, classic and modern fantasy, and popular culture. It’s a love letter to all of those influences, but it also keeps things light and approachable. The tone is playful, blending the grand, folkloric feel of epic tales with humor and a sense of fun—something that will feel right at home for anyone familiar with the TTRPG space.
What is the central hook for the player’s place within the world?
The game's lore centres on a realm overrun by monsters wreaking havoc across the land. Your mission is to gather allies and items to confront these threats head-on. In solo mode, the game introduces six key locations, each delving into classic terrains often explored in fantasy works. Fame and Fable aims to strike a balance between something familiar and new, offering a fresh perspective on beloved fantasy tropes while remaining rooted in the joy of storytelling.
Fame and Fable - Monsters
Fame and Fable features over 150 unique artworks, which, let's be frank, is a lot. How did that happen?
The game grew in scale over time. I had some artwork from my D&D campaign, but there was so much more I wanted to include. I wanted a wide range of card types and abilities for replayability, and that just kept expanding. No complaints, though—I loved it. I’m still illustrating potential characters and monsters for possible Kickstarter stretch goals and maybe even future expansions.
With a list of illustrations that long, what was your process for creating it all?
With anything this massive, it’s all about taking one step at a time. Thinking about 170 artworks from scratch feels impossible, but aiming for 20 more in a month? That’s doable. Breaking it down into smaller, achievable goals kept it from becoming overwhelming. Logistically, I had spreadsheets constantly updated to keep everything balanced and these big mega-files where all the final artworks were stored. I also have a habit of keeping every old version, so I probably have hundreds of Illustrator files.
My ideas usually come at the most random times—falling asleep, washing up—so I jot them down on my phone and later turn them into research. That research mixes with a healthy dose of imagination before making its way onto the page (or, more recently, the iPad).
Sketching is the easiest part for me—I've made a career out of drawing, so that part feels natural. The iPad lets me be loose with the process. I can swap out heads, try new outfits, or even randomly turn a character into a duck. No rules, just the rule of cool.
This whole project is about play, from how I created it to how it’ll be used, and the artwork reflects that. Once I’m happy with a sketch, I bring it into Illustrator to create the final lines digitally. Then I add colour using a restricted global palette—this keeps everything cohesive while also saving time since I don’t have to build a new palette for each piece. Each artwork takes at least a couple of hours, but some took much longer because they were trickier to get right.
Parents will never admit to having a favorite child, but do you have a favorite piece of art you created for this game?
I really like The Cursed—she’s got these epic muscles, cool braided hair, and a big flaming sword. Total badass. But I also love The Shepherd, who’s the complete opposite—he’s got a wide-brimmed hat and looks kind of like a sheep. I enjoy flipping those roles.
A lot of the cards have little hidden details inspired by research. The Shepherd has only one central eye, which is a nod to The Odyssey—Polyphemus, the cyclops in Homer’s tale, was a shepherd, so that felt like a fun connection.
Mechanically, The Cursed is a fan favourite because she can sacrifice herself to deal massive damage, while The Shepherd is great for annoying your friends since he collects their exhausted cards. My favourite part of this whole process has been designing cards that feel thematic—I really want the storytelling aspect to shine through in the game.
How is creating board games different from your other work?
It's an interesting task having to Art Direct yourself. I love working with my regular clients but it was really fun to allow my creativity to run wild. The difficulty is that there's nobody to sign it off. I have to decide if it's done or not and whether it works. I've definitely leant on friends throughout this process to help me check if things are actually cool, or maybe don't work as well as I thought they did in my head. The game wouldn't exist as it is now without their invaluable insights.
Fame & Fable Meeples
Have there been any particular challenges in creating your first board game?
There was a massive learning curve in figuring out how to design a game. I quickly realised that just because a mechanic works, it doesn't mean it’s fun. And because of the type of game Fame and Fable is, where each card works slightly differently, it meant that a LOT of playtesting was needed.
Owen Davey - Fame and Fable Card Art
Each card has to make sense to multiple people and be as devoid of misinterpretation as possible. I was definitely not aware of how much work it would be to make my own game, but I've genuinely loved every second of it. I can't wait to build expansions for this game and develop other ideas I've had.
What are you reading, listening to, or looking at to fuel your work?
I've just finished rereading another one of the Brain Jacques Redwall books - Martin the Warrior - and now I'm delving into Brandon Sanderson's 'Mistborn' - I'm loving the lore of the Allomancy. I've also been listening to various history podcasts, which often spark me to go research something I'd never known about before, from a certain type of weapon to a war I'd never heard about. I've been watching Hilda and Scavenger's Reign on Netflix - both of these have incredible world-building and just happen to be stunning visually.
Do you have any advice for anyone wanting to work as an artist?
Meet deadlines. Make awesome work. Check contracts. Look after yourself. Get yourself out there and show your work to your audience or the people that might commission you.
Owen Davey - Fame and Fable Board Game
Finally, where can we find you if we’d like to see more of you and your work?
The best place to find more stuff about Fame and Fable is to follow me on Instagram at @fameandfable or sign up to the Kickstarter prelaunch page where you'll be notified about when the game launches - there are some early bird treats, so definitely back early to make the most of them.
All images provided by Owen Davey