I’d had some graphic design
experience in college and at my newspaper job before coming to West
End Games to start editing the Star Wars Adventure Journal;
but I learned some of my most valuable lessons from the company’s
production manager, Richard Hawran, one of the oft-unknown people
working behind the scenes who really kept the game lines and the
company together. Rich managed to simultaneously keep the
often-volatile creative egos of the editorial staff focused on
projects instead of vendettas, moderate management’s intolerance
for game designers and its intrusive bureaucratic whims, and ensure
the company maintained a rigorous production schedule through a
generous dose of troubleshooting and maneuvering. One of the first of
many lessons I learned dealt with laying out a book: find a graphic
design scheme in a product you like, a visual look that works for
you, and imitate elements of it with practical modifications for your
own project.
Certainly publishers and graphic
designers bring to any project their own preconceived notions,
parameters, and overall “vision” for a product’s appearance. We
were already working under particular constraints determined by
management’s strategy for the Adventure Journal: a
digest-sized publication layout and set font choices from other Star
Wars Roleplaying Game products for article subheads (Eras Bold)
and text (Cheltenham). The head of the art department – who’d
viewed the Journal layout as his domain – had been taken off
the project for a variety of reasons: he had allegedly run late on
numerous projects, did not seem open to working as a team with
editorial staff, and no doubt clashed with management personalities
and egos. (Regrettably these contentious attitudes seems standard for
the roleplaying game industry, as anyone reading the four-volume
history Designers & Dragons would know.) So Rich and I
hunkered down and hammered out the layout for the Adventure
Journal one snowy Saturday in January, a month before the first
issue was due to head to distributors. For the first hour we looked
at similarly sized publications to judge the pros and cons of how
they presented their content. At the time few digest-sized
publications approaching the 288-page count existed (or I would have
suggested the little black Traveller books). Rich and I paged
through two I remember, TV Guide and Reader’s Digest,
both seemingly obsolete in today’s information-overload Internet
Age. I can’t recall what specific graphic design revelations we
gleaned from examining the layout of both magazines, but it holds an
interesting lesson in using layout elements you like and that work
for your intended publication (and, conversely, avoiding the ones you
don’t like or don’t work).
The adventure gaming hobby has come a
long way over the years. Gone are the early days of roleplaying games
and wargames when creators typed out rules, mimeographed them, and
passed them around among friends and game club members. Today’s
technology has empowered creators with desktop publishing and
Internet distribution tools, giving everyone – from teenage game
enthusiasts and dedicated amateurs to game industry veterans – the
ability to publish and share their material to a vast global
audience. Some, professionals as well as amateurs, have a knack for
solid if not excellent layout; many do not. I cringe every time I see
a game product – free or paid (even worse) – without any
consideration for layout issues.
I see many free roleplaying games,
supplements, even miniature wargame rules on the internet, many
looking very amateurish, just exported from a word processing
program, with no illustrations, maps, tables, and sidebars to break
up pages of densely packed text, poor sub-head use, single column
layout across a full page, no headers/footers, no attention to
adequate margins, no consistency in layout conventions. If they have
some degree of professional layout I’ll read them, but if they’re
simply PDFs of word-processing documents I usually pass. I don’t
believe only “professionals” should publish game material, but I
do like to get the impression that whoever created that material has
some degree of professionalism about their work, a concern not simply
for putting their ideas down on paper, but for doing so in a visually
appealing way for readers.
I wouldn’t claim I’m a graphic
design expert; but I some experience and, as a one-man operation,
have to lay out my own material. I’m developing a few projects in
the digest-sized format, a size with which I have little graphic
design experience. Before I embark on creating a layout template for
each, I look through some similarly sized publications. I’m lucky I
own a number of adventure gaming publications in digest size to draw
upon, including the classic “little black books” from Traveller
(and the venerable Journal of the Travellers Aid Society), the
Star Wars Adventure Journal, and a host of recently published
gaming fanzines in a variety of styles. I’ll review these to note
particular graphic design elements I like...and look for elements I
distinctly don’t like and wish to avoid in my own layout. How do
they deal with illustrations taking up room on a smaller page? What
effects do wider or more narrow margins have? How doe they fit
essential information into the headers and footers? If they use two
columns, how readable is the text and layout? I also consider which
fonts evoke the right atmosphere for each project’s subject and
theme. That’s the first step, to offer some inspiration and help me
determine what elements best work for the particular project; after
that comes a lot of practical experimentation in actual layout to see
how everything looks on the page.
I’m certainly not advocating that
folks only look to similar format publications and use only what they
see there...that’s only one small part of the graphic design
process, but a good first step for those with little experience. A
good eye, some research on the subject, and lots of practice can help
improve the look of any adventure gaming product.
Comments....
Want to share your opinion? Start a
civilized discussion? Share a link to this blog entry on Google+ and
tag me (+Peter Schweighofer) to comment.