Firefly: Fistful of Credits

 

Firefly: Fistful of Credits is my very first published board game as game designer and art director. Inspired from the shapes, colors and textures straight from the cult classic TV series Firefly, I began considering how to layout information and create a visual aesthetic that would match the game. But it cannot be emphasized enough how much reference was used to make sure this game IS Firefly and fans see that when they play. Below are a major game components I created myself and, specifically for the characters and gear items, directly guided their creation.

 

Crew Cards

These next few slides go over the process of how I developed and organized player information on cards that fit together to form a player mat. Because I designed the actual game itself, I led the vision of how all the assets would appear and then executed the final design.

Heist Cards

The evolution and final design of the Heist card was one that better served the player. At first the heist setup was marginalized on the back of the prototype. But when the actually size of the card was determined in made sense to have this information on the front and with illustrations to further clue the player in. On the back illustrations were dedicated for the Special Enemy and Objectives again to help better serve the player.

Gear and Event Cards

The Gear cards were specifically designed to appear as if the player is "opening" a crate when they flip a card over. Event cards, which when drawn can be either good or bad, were made to look the readout panel on the ship and inspired directly from the show.

Icons

With a name like Fistful of Credits, you gotta have great looking loot! These were created from scratch and used on the tokens players collect while adventuring in the game. The other illustrations served as indicators on the Crew card or Gear items themselves.

Maps

Being a game with multiple scenarios different boards were needed to match the same environments seen in the show. Lighting, floors, walls and props were all designed with obsessive and accurate detail. Icons indicating placement of game components also were made, but care was taken to not make them too distracting from the board itself.

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