A brand new (at the time of writing) board game, the first to be created by Pinnacle Entertainment Group, Doom Guard has been in development for some years now.
Based on a premise of super-powered humans taking on Lovecraftian horrors across a city and featuring concepts such as corruption and terrain destruction, Doom Guard is a collaborative game for one to five players (though, at this point, the possibility of stretch goals and expansions abound.)
Something of a dream for me, I have been fortunate enough to help design and then create the artwork for the boards as well as contributing illustrations to the cards and accompanying materials.
Follow and back the project, here;
gamefound.com/en/projects/peg/doomguard
I’ll update here as more is shown. They have, however, now revealed the boards.
Let’s start with the two main boards (these may have been further tweaked as part of the production process)

This was initially blocked out in 3DS Max and rendered using V-Ray, but it quickly became apparent that that particular approach was only going tio get me so far, so the majority of work was produced as paintover in Photoshop. The 3D layout was useful to achieve our initial layout, e.g. where should the POV sit (we ended up central, but the initial approach was to place the camera near the bottom of the board), which lens angle is best to convey the sense of height without coverng up too much street detail, what sort of scale should we work at, etc…?
The city can be destroyed as the game progresses, so areas of destruction had to be factored in to the design. Once the location card is removed, Hey-Presto. Insta-crater!

This board sits above the main board, and holds various cards, trackers, etc. And look! There’s that image again. 🙂 Most of the artwork is covered, so this is from a stage used to ensure the boards align correctly. This one was just created in Photoshop as there was less of a need for 3D layouts.
More illustration to follow as more imagery is released

A card (cropped in game, by the looks of it) featuring the first of the Ultimate Evils.

Though I can’t claim credit for all of this, I reworked tentacles and various bits of touch-up.
Images



















Sketch work and roughs













