Lay of the Land and Future Plans
Today, I’ve spent a goodly amount of time reacquainting myself with the subtle nuances of layout software. While I’ve had my hand in the layout and design of all our projects to one degree or another, such as selecting fonts, mocking up the covers, or even doing all the bits myself, I’ll admit it’s been awhile, but I’m looking forward to getting more involved with this particular aspect of the workflow, at least for awhile. That’s not to say I’ll be handling all the layout myself, but if I’m handling this part of the process, it should eliminate some of the delays we’ve experienced in the past with the back and forth between layout artists and my editors. I want you to know I’ve worked with some fine graphic guys and look forward to working with some more in the future, but to get out some of the smaller products in a timely manner wherein some revenue can be generated, I’m your man. As such, our aesthetic shall be moving more towards the quality and style displayed in Iron Dynasty: Way of the Ronin. It’s a conscious migration towards a more spartan style, embracing and showcasing the written word in a direct, honest manner.
For me, the message has always been the most important part of any project. We want to convey the world, the setting, the rules, and the vision in a method as direct and clear as possible. We want to get the words into your hands as readily as we can, but various factors cause delays to arise. I’m making strides to move forward in this bold, simpler direction, and admit a certain degree of apprehension. I have no idea what the response will be towards this move. We had positive responses to the aesthetic of Iron Dynasty: Way of the Ronin and only hope you all understand this is the right move for us right now. If it explodes in our face, I’ll take the hit. I’ve had numerous meetings about this with my team, and they support my decision. At the end of the day, I hope you do too!
Before any alarms start blaring, I want you to know we’re not talking a sacrifice in quality, just a more focused application of our resources and talent base. Now that I’ve said this aloud, it’s an exciting, liberating step forward. If you have any questions or comments, I’d love to hear for you. I’m not trying to be vague here, I’m just trying to frame where we’re coming from. All of us, including yours truly, are passionate about games and gaming, and we’re striving ever harder to streamline the process of getting our ideas to you as rapidly as possible. For those paying attention, this is way I’ve been ruminating aloud about various and sundry systems and methods of transmitting data to you as directly as possible.
Until next time, I bid you, dear reader, adieu!
So what specifically takes so long in the workflow? Does it just take a long time to get material to and from each other?
So what’s the next thing in the schedule?
Material moves back and forth at the speed of the internet, but things can get missed in layout or, more likely, a copy editor or proofer notes something missed (such as an item improperly formatted or overlooked altogether) when they look at the item laid out. It’s just one of the natures of the business. Everyone looks at copy in its raw form all through the process until the final stages, so what outsiders may note as glaringly obvious is not always the case when reading through walls of text.
We have built up a small, talented staff over the years, that I’m very proud to be working with. If we handle all this stuff in house, changes can be made more expeditiously.
The next upcoming release is our first guidebook for Iron Dynasty!
Wow. Thanks for the concise explanation.
Very good to hear mate, and encouraging news for those of us who are not art or layout gurus. Your posts as always are very informative, and I love reading them on a regular basis :)