With Spy Club, you mention the game having strong art direction to hold it together. Could you talk us through the direction you were given and how this helped you to create more cohesive illustrations?

My work on Spy Club began with creating a deck of Clue cards that were shared into six categories: Crime, Motive, Suspect, Location, Object and Distractions. Certainly the subject of the illustrations was important and I was supposed to illustrate each subject but I had a wide margin of discretion with how I did this. The game mechanics and usability were the most important factors and required that the categories should be clearly different from each other.

That point was well tested by the publisher and the same solution was given by the game prototype. Graphics from each category have their own color code (for example the predominant color for locations is green). For the illustrations used on campaign cards there were no restrictions so in that case when layout was put all together it was connected with the main characters and their hobby. The game prototype also outlined the direction of iconography and textures. I think that such preparation of game elements and a good brief make it possible to better understand the game objectives and facilitate the work in graphic arrangements. In my view it is the key to a coherent and attractive product.