I try to update my homepage whenever my books move forward, which should explain my absence. My publisher decided not to go with hiring Travis Baldree, and I cannot afford him myself, so after years of waiting, I’m back at square one on my novels. I’m talking to publishers, so hopefully, I’ll have good news again, but I’m not enthusiastic over my prospects. I can only proceed with my game and hope I can find a new publishing deal that doesn’t reduce my book royalties to bupkis.
After talking to new publishers, I’m realizing that my illustrated manuscript book covers aren’t going to do well in the genre. The publishers seem to agree that character-driven covers sell better. This means me or someone else will have to redo the covers, which somewhat dampens my confidence. Doing the covers myself introduced me to ZBrush, so I don’t entirely consider the nine-month investment a waste of time, but it’s not encouraging news.

On the positive side, propping dungeons and modeling monsters have eliminated one of the doubts I had about self-publishing board games. I wasn’t entirely certain I could pull off detailed monster art, but I’m ecstatic with the results, and the skeleton doesn’t clash with the layout.

The inspiration for a dark, colorless treatment came from a problem of monster art visually bleeding into the dungeon tile layout. Traditional fantasy illustrations looked forced and made the dungeon layout difficult to read. I’ll need to monitor the deep grays on press. Heavy ink coverage risks losing details. After over 30 years of proficiency in ye Olde Photoshoppe, I learned how to control black in RGB conversions to CMYK. It makes no sense that the program doesn’t give its users better access to these controls when switching color modes, but I finally had a reason to learn.
The imp took only a couple of days to model and render. Considering my freshman status in ZBrush, that’s as good as I can expect. In one month, I’d modeled and rendered half of my dungeon tiles, which seems an acceptable rate. I’ll finish the monsters and move on to making art for the 200+ cards in the game. I’ll have to figure out how to make cards efficiently, but with my improved ZBrush skills, I’m less worried that I’ll come up with something cool.
I had gum surgery a couple of days before playtesting my game at Protospiel Cleveland. I was only able to make it through one playtest before going home and sulking in bed over the pain. As I nursed my aching choppers, I updated my Boardgame Geek Blog for the first time in months and will resume ZBrushing monsters when my mouth recovers.


























