Artist Submission Guidelines

Thank you for your interest in working with us for future games. Before submitting your portfolio, please let us know a few things.

 

What style of art do you create?

We ask because we typically do games that fall into one of 2 categories; fantasy horror and light to mid weight versus. This is not so say that we may not need art outside of these examples below, but that we are primarily looking for these styles.

Our Styles

1. Fantasy Horror

Here are some examples from our line of games in this category:

Covers

   

Logos

Icons

Maps / Tile Work

Characters/Monsters

Items

Textures / Graphic Design

Concept Sketch / World Building

2. Cute but Stabby

Here are some examples from our line of games in this category:

Covers

Logos

Maps / Tile Work / Icons

Characters / Monsters/ Textures / Graphic Design

How long does it take for you to create a piece?

We know that times may vary, but on average how many hours does it take you to finish examples below (whichever apply)? Please be honest here. If it takes you some time to do one piece, we need to know that for deadline purposes. For more details about each type, head down to our FAQ.

  • A full box art piece
  • Map Art
  • Item/Card Art
  • Character Art (full body)
  • Sketch 
  • 3D model
  • Graphic Design

 

How much would each piece cost? 

Again, we know this may vary, but give us a starting point. Also, if we are going to work with you on a full run of cards (say 50 unique items) and you are willing to work with us on price in exchange for volume… let us know! Again, fill out for whichever apply and for more details about each type, head down to our FAQ.

  • A full box art piece
  • Map Art
  • Item/Card Art
  • Character Art (full body)
  • Sketch 
  • 3D model
  • Graphic Design

 

What medium (specific digital programs or types of materials) do you use?

We will want art in layers. If you are drawing/painting by hand, that is more of a challenge but not impossible. If it’s digital, we will want the final art in multiple multiple layers. 

Along with this information, please share a portfolio link. Thank you so much for taking the time and consideration to submit art to us. We do appreciate it!

The Team at Greenbrier Games

Submit Portfolio

FAQ

What are your expectations for each of the artwork types?

  • Cover Artwork – Conveys the full theme of the game and shows off some of the components. Usually illustrative, though sometimes photographic. Covers should have room for text and logos, but not include them, except for spatial geometry, due to text/logos changing mid project. Usually square aspect ratio and plenty of side bleed. 
  • Logo/Iconography- Logo for the Game IP. Should start as a concept sketch and find larger refinement over time as the project nears completion. Ideally logos should be one of the first things produced, once the name of the game is known. Final Logos and iconography need to be created using vector programs and should be legible in black or white (with stroke) coloring. Logo and iconography should convey the core themes and style of a game across language barriers. 
  • Map/Tile Artwork – Top Down  or Isometric perspective battlemap, usually with a square or hex grid. 
  • Transparent Character/Monster Pieces – Full body Character or Monster without any cropped arms, or weapons, transparent background, usually in a resting pose, though sometimes action pose as well. Backgrounds sometimes included. 
  • Item/Component Pieces – Full item on transparent background, all items should ideally be in similar perspective angle for the same game(side, top or front on view). 
  • Textures/Graphic Design – Texture elements used for card backgrounds, rulebook items, game components. Photoshop created spreads for card designs, rulebook layouts, and any other gaming element for the game. These would be cut up for production purposes into various parts in post.  
  • Concept/Sketch/Worlding Building Artwork – Speed and style is key for concept art. Fast returns, quickly created to capture the look and feel of a future game before applying color and refinement. Sometimes sketches get used in post production artbooks to denote where the game started and comparison to final artwork. 

 

Now what?

Now you wait. We know, we know! But, that’s how it works. Based on the style of art you’ve given us, when we get a project, we email the artists we think would be the best fit and ask about availability. Then, when we know if you are able, we select the artist(s) and move forward. If we don’t contact you, it’s because we don’t have a project that is a good fit. If we do, we email.