Design Better Cards for Your Game Prototype using Canva | Ben Panter | Skillshare

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Design Better Cards for Your Game Prototype using Canva

teacher avatar Ben Panter, Alternative Photography & Game Making

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

10 Lessons (1h 21m)
    • 1. Introduction

      3:13
    • 2. Card Examples

      14:55
    • 3. Hierarchy Questions

      10:29
    • 4. Quick Sketches

      8:24
    • 5. Why Canva?

      2:55
    • 6. The Canva File

      8:47
    • 7. Designing a Card in Canva

      16:50
    • 8. Printing 9 Cards from Canva

      7:14
    • 9. 2 More Design Tips

      5:58
    • 10. Final Thoughts

      2:12
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About This Class

Designing your own board game can feel really tough. Not only do you have to figure out how to blend and balance unique a unique theme and mechanics, you have to somehow make a prototype that at least halfway communicates what you want your game to look and feel like. Honestly, it can be difficult enough that a lot of newer game designers just give up.

But with a few simple questions, a little design know-how and some user-friendly software, you can make cards for your prototype that will clearly communicate what you need them to and move the design closer to what you dream the final game will look like! And a better prototype means there's less guesswork for your play-testers and more progress with every game played. 

You can take your prototype cards to the next level!

This class will help newer game designers answer some essential questions about they types of cards their game needs, the purpose those cards serve and the information they need to hold. After sketching out some initial ideas, we'll head into Canva, where you can design from scratch or use one of the pre-designed templates I provide.

MY OTHER GAME DESIGN CLASSES

If you're newer at board game design, you'll probably benefit from some of the other classes I offer. There's a game design project that has you complete a game that I started for you, which can be a great way to level-up your skills of finishing a game. Or if you're interested in improving or re-thinking your whole game design process, I made a Board Game Design 101 series that will help you to better work through each phase of the design process, from idea generation to play testing.

Meet Your Teacher

Teacher Profile Image

Ben Panter

Alternative Photography & Game Making

Teacher

My name is Ben Panter and I am an artist, professor and game-maker. My art is photography based and I enjoy experimenting with and combining new and old media. I've been honored to have several artist residencies through the National Park System over the past few years, including Rocky Mountain National Park and Acadia National Park.

I've also been designing board games for about a decade now. Like many in the field, I started out very casually, but have more recently committed to creating a more steady flow of games. I especially believe in helping others enjoy game design as a hobby unto itself, and through my classes on skillshare I hope to make it accessible for more people.

You can view more of my photography work on my website, benpanter.com, and follow me on Instagr... See full profile

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Transcripts

1. Introduction: Hi there, My name is Ben. I'm an artist, educator and board game designer. And welcome to this class, how to design cards for your game using Canvas. Let me start out with who this classes for. This class is for newer game designers. People that have just really dip their toes in the water, or maybe they've made a few prototypes written down ideas for games. And you're really just trying to get better at designing games. So in this class, we're going to talk through the essential principles, how to design cards, of how to make your prototype level up to a really playable prototype. And let me be really clear about this. We're not talking about final art for this class, so we're not gonna do custom illustrations or artwork, or icons or things like that. It's about taking your current idea or prototype and getting rid of some of the rough edges and making better decisions. So at more resembles what the final game might look like. And what that's going to allow you to do is play tests. Better. People are going to get the sense, not just of your idea, but they're going to actually look at the cards in front of them and know what you are trying to do. They're going to understand your game better because of good design. And maybe you're asking, do I really need to learn this design stuff for games? Really, I just want to have the idea and then I'll hand it off to a design, our end, they'll make it look pretty well. This really isn't about making it look pretty yet. Where to the phase where we want to make it work, right? We want to make sure what information the players need to know, what do they need to be doing with these cards and how can we fit together that form and function? Because modern games that you've played, the ones you've really enjoyed the most, are really the meshing of those two things. It's a really solid idea with mechanics and theme together with that being represented on the physical components, right? Good design that really supports the story of the game. So this whole class boiled down is taking your rough ideas, your rough prototypes of cards, and moving them to more completed cards. Cards that have thought through the critical issues of use and information and hierarchy so that you can improve your game. And last but not least, this is not something you need a degree in design to understand. These are some basic principles that you can't act. And you don't need to already understand complex software that designers use. You can get your foot in the door with something as simple as Canvas, which is really user-friendly, but has all the tools we really need to kinda level up your prototype. And if designing your cards, InDesign software sounds too daunting for you. Well, I'm also going to be providing some templates that you can instantly take and start putting in your elements from your game in to the templates I'm providing. So you can get going right away. So I'm really excited about this class, about helping you learn these design principles that you can apply to these cards and then future projects as you are designing games. Let's go ahead and get started. 2. Card Examples: Hi there and welcome back again. My name is Ben. In this class we're talking about how to design cards for your board game in Canada. But before we get into the particulars of the design process and need to kinda set the stage and talk about some types of cards that you might be designing. And I haven't broken down into four categories that we're going to be looking at some examples from other games. And through looking at those examples, I think maybe we'll be able to pull out what they've done well and why they've made the decisions they did in terms of the placement of their elements. So the four categories are player cards, hand cards, paypal cards, and set cards. One that we're not going to be talking about are any kind of MAP cards. So if you're making a map building game of some kind, we're not going to be talking about those principles, although some of the principles we'll of course apply. So let's go ahead and take a closer look at these cards. Okay, so the first category we're talking about our player cards. So this card in particular, you can see, has the title of the character. It has the symbol right here with the eight and the bullets. And then it has a description. This one actually has a description in English and Italian. But in that description it says the unique power. So it has a description of the character. It uses some more symbols from the game. But then a lot of the card is devoted to the art. And so from this, we can learn that there's not that much information that needed to be conveyed. But this is important to kind of lend some thematic elements. So you feel like you're in this world more that you know what character you're playing at. So, but this is a fairly simple card. Of course, it's also important to know that this is turned horizontally instead of vertically, which is a decision you can make about your cards if it helps with the placement of the elements. Okay, let's look at something that's a little bit more complex though in terms of a clay or cart. Here's a card from X-linked. If you play ex swing, you know that there's really like a lot of overlapping pieces of information. So the main titles would be here, but really it's a title, the x-ray and then a subtitle, Luke Skywalker, we have a description of that character. But again, in the description you can see there's some symbols being used. And then there's just icons and icons and icons, right? We have the eight, which represents something, I believe it's the initiative. We have the rebel symbol which tells you what team he's on. Then there's these four icons over on the side with the corresponding numbers. And it's really clear that number and the icon go together, but you wouldn't necessarily know what those mean if you didn't have a good grasp of the rules. Again, there's another kind of section for more icons down the bottom, which if you don't know what those mean, it doesn't really tell you anything, but they're obviously large and important. Then down the bottom there's yet another series of icons, and then down here another number. So you can see just from an analysis of this game, that there's a lot of icons. And generally what icons mean is there's a definition of what this is. Whether it's an action that you get to do, whether it's some game effect that needs to happen. There's a lot of things and icon can stand for, but there's not enough room on this card or no need on this card in order to define what those are. There's, if you know how to play the game, you should know what those icons are. And this is just shorthand, right? This is just a quick reference to remind you of what that number is. So they could've hypothetically just remove those icons and made a red three green to yellow three in a Bluetooth and made it just color based. But the icons convey a little more. They make it more clear to help remind you of what those stand for. So this is a very densely packed piece of information card, right? There's a lot on here. And, but it actually conveys it pretty efficiently. So if you have player cards in your game, you'll need to be thinking through some of these issues, right? What can be an icon, what needs to be text? Are you going to have other stats on this card? Are those going to be represented somewhere else? All of those things would be important. Next, we have some table cards and table cards I would define as cards that are meant to be laid on the table and that everyone playing the game needs to be able to reference or to be able to draw or something. And so what defines a table card I think is kind of the size of the content and needs to be viewable from a few feet away as opposed to something that's going to be held close to your face the entire time. And a recognition that not everyone might be looking at it. The right orientation, which again, would just lend itself to having larger fonts, larger numbers, things like that. So the best example of table cards, I think, would be your standard deck of cards, right? That we have really large numbers, large symbols for the suits, and then numbers that are placed in two orientations, which just means that more people are going to be able to see it right side up, which improves legibility. So for these table cards, I think legibility is a really important thing to consider. Another table card would be from the game dragon wood. This is a dragon which is one of the creatures you're trying to capture. And so, once again, pretty large area for art and a title. But that's not really the most important part. Right here, right on the shield. This is the number of points this is worth and this is one of the very valuable cards. And then right here, this is how you defeat this animal. So once again, a pretty simple design. There's very little text that's actually necessary, right? If the title Blue Dragon wasn't there, it wouldn't be a big deal. There is the use of some symbols for the different types of attacks you need, as well as numbers to give the values of those various things. But again, this is going to sit on the table and people are going to view it from a few feet away. So there's that very quick reference information. That is needed by all players. And then last, this is an example of a card from one of my gains paint rollers. And this is a card that kinda has two purposes at the start of the game. This is going to be a table card where everyone's gonna be able to look at it and eventually it turns to a set card. And so I had to fit both of those things together from a table cart aspect, I knew that I needed the text legible and the number fairly large and calling out to you. And then down here I have the various colors that are needed. And I've decided they're both right, those with the letters as well as use the colors to indicate what's necessary as well. So again, this is taking the information that I need to convey and deciding where on the cart it needs to be, to scale, it needs to be. And is there a logical order to it by moving it around to various parts of the cart. So again, these are table cards. Really you're deciding, you know, how big can the information be so that all players can access it and probably not doing a lot of close reading, right? And needs to be kept to minimal language on here that people need to reference because it's going to be out in the middle of the table. Okay, so the next category, you see we're dealing with playing cards again, these are hand carts. And there's some important things to consider when you're dealing with hand cards, and that is what people are holding a hand. They tend to hold them together like this, right? And we have the left side of the cards visible, right, just here. And so you want as much information as possible, visible when you fan out these cards, because that's the way people are naturally holding cards. And so here we have the number in the suit of each card. So there's no need to like, look at the whole card to understand what it is. Just seeing that corner in terms of playing cards gives you enough information. Once again, with the game dragon wood, we have the same idea. Is a number and a color that is able to be referenced just on the top left corner and you flip it around. Same idea, okay, So this is very similar to the playing cards that, that is easy information to access. If the number was large and at the center, then you'd have to be uncovering every card to see what it was. It just wouldn't work very well. Now here's trash pandas. Trash pandas, again is a game where you're going to have a hand of these cards. And so very quickly you can start to understand what you have. There's the titles. So if you skew and like this, you can easily see what these cards are. And then also we have the scoring information along that side, which is important. We also have the information down here. This is going to be read in your hand, so it doesn't have to be a huge font here, just needs to be readable from normal hand distance, not in the center of the table. And yet So I think these are organized really well in terms of being able to be useable hand cards to access the information you need quickly. And the last example of these hand cards would be from sushi go. There's a portion of the game, sushi go where you're handing around hands of cards and you're drafting from them. And so you're kind of looking at a lot of cards in a lot of different formats. And so being able to quickly see what they are is important. And so once again. We have the art for this card is really down here. We have the scoring conditions down at the bottom. But just for quick reference to know what this cart is, even when it's together with a bunch of other cards, we have the identical illustration up at the top left corner so that you can fan these cards out and instantly know what it is. So once again, these are all kind of examples of these hand cards. And just thinking about what information needs to be immediately accessible. And is there a way you can put it along the left edge or the top so that players can immediately and easily reference it without having to flip through their cards and look at the whole card each time. And last but not least, we're going to talk about set cards. Set cards are aware you are going to be gathering groups of cards and probably displaying them, are keeping them for later. And what's important with these, sort of similar to the hand cards is how are you going to be collecting them so that they don't take up the entire table, right? So if you, again, if you had cards playing cards like these, and instead of having the number in the suit at the top corner or the bottom corner. You had it just at the center. Well then in order to see this set, you would need to spread them out like this. And pretty soon you're sets are going to take up the entire table. So instead, since we do have this at the top left, you can easily go left to right, okay, something like that. And you can instantly see what this, what cards this set is made up, or if you want to do it vertically. Okay? This is why playing cards are so diverse because you can arrange them in multiple ways and you can have that information readily available. So set collection is about how can you stack these cards together so you know what you have at a notice without taking up too much space. Another example of that would be sushi go. Once you've collected the cards, you're collecting them in sets. So for instance, these Maki, I can see that I have three Maki on this card, to Maki on this card. And if I stack more, you know, all I'm covering up is the information that I don't need. Also in these cards, which is really smart, we have score conditions. So down at the bottom you say what the score for having these cards is worth at the end of the game. And so even if you've add another card, every card has those score conditions. So you're going to instantly know kind of how valuable that set is going to be. Same idea here, right? We know how many of dumplings we have. And then down at the bottom, we have the score conditions that says dumpling score, depending on how many you have. So that's really efficient use of space and still displaying all the information you have. You don't need to sort through to figure out what you have. And for my game, paint rollers, It's really the same idea. When you're completing paintings, you need some of this information down at the bottom. But once you add it to your set, really all you need is up at the top, you need to see the style and size of the painting, as well as the final value. The information down the bottom doesn't really matter. So you can stack them up. I don't actually have another one in front of me here, but you could stack them up one on the other and see all this information at a glance in a very small amount of area. So again, that's about sort of efficient use of that space. With these set collection cards, you think about what needs to be visible in, in order for people to know what a set contains without having it be too large, without taking up too much space. Okay, so those are the four kinds of cards that we're gonna be talking about. Player cards, table cards, hand cards, and set cards. So your homework for this video is to look at your game and determine how your cards are going to be used. Are they ever going to be on the table where everyone needs to read them? Well then they have elements of the table carton design. Are they just going to be sitting in front of you as you're Player Reference. Are they going to be in your hand the majority of the time, in which case you're going to arrange the information differently? Or are these sets? Are they going to need to be displayed together in groups and not take up too much space. All those uses are going to affect how we can lay out the information. So you need to know the forehand, what uses your cards have. In the next video, we're going to be taking your style of card and then asking some essential questions, drawing out the types of information that we need on those cards so that we can get our rough estimate of what we need. In the next video, we're going to be taking that question, what type of cards do you have in your game? And then adding to it some essential other questions that will help determine what information you need on these Cotard's. See you in the next video. 3. Hierarchy Questions: Hi there and welcome back. In this video we're gonna be talking about information and hierarchy item. Really exciting, right? But none. In the last video, we talked about the types of cards that your game has. Now we're going to take that and start to say what information needs to be on carts. And there's that $10 word hierarchy that is really important. And that means that you are looking at what is most important information, what is the least important, or what things don't need to be on the cart at all. And then implementing or designing with those decisions in mind. So now that you have the types of cards for your game decided, I have some important questions that you can ask to start drawing out what you need to have on your car. Get out a piece of paper, write down these questions and start thinking through your answers to them for your game. The first one is more of a task that a question, and that is list the types of information in your game. Now, that might sound very vague or abstract, but let me tell you what I mean. Are there score values? Are there categories or suits? Are there different classifications? Are different weapon types or are there different character types? The really it's any piece of information that the players are going to need in order to play the game is a category of information and any information like that may need to end up on a cart. Now if you have a board that you're playing on as well, some of that information might be on there, and so that's what we're working through. What information does your game have is the first question you need to answer. So for instance, for my paint rollers game, I have the value of the paintings. I have the size, the style, I have, the paint required in order to complete them. I have the amount of paint required in terms of ounces. That is really the core information of the game, and it's all represented on the card in different ways. Now, you might end up having more information than what needs to be on the cards, but that's fine. Just write down all your categories. Another example would be from sushi go It's very simple, right? We have the kind of food item and we have the score conditions. Those are the pieces of information that are relevant to the game. So take a minute and just list out all the types of information you can think of in your game. Next, answer this question. What information must be on the cards? Okay? This is dependent on your game because like I said, if you have other components, you have a board game or tiles or other things, you might have some of this information elsewhere. But thinking about how you're using your card, right? Is it a table card is a handcart. What information are you using that to convey or to hold for the player? And so of all those pieces of information you just wrote down, you can circle the pieces of information that are essential to be on the card. And likewise, you should know which one actually isn't essential, that you don't need the score conditions on every card. You can leave those off, right? Those could be listed in the rule book or those could be a reference card somewhere else. They don't need to be on every card forever game. But with a game like sushi go, that there's very little information to begin with. Having the score conditions on every card kinda makes sense because then you can keep track of things. So you need to start with first, which categories of information that I wrote down are essential to be on this card. The next question to follow up with that is, what would be helpful, right? Maybe there's information that doesn't necessarily progress the players knowledge, but it is good for their reference information. And I have an example of this from the game trash pandas. I think actually a lot of their information, you could say is not completely essential, right? They have the score value of each cart. Now, you could get away with not having that printed on the carbon. You would just have that as reference for everyone to look at. But it's nice since this is a handcart that you're not constantly having to look at your cards and then look down at some other reference to say, how much does this card worth if I have the second-most, how much? It's just all right there on the cart. But I think actually the best example of information that isn't essential, buddies helpful is this little number or rate over here, okay, right over there, It's small, it's out of the way. It doesn't detract from the design or all the other essential information, but that number tells you how many of this card in the deck. So if you're playing this game and you're trying to weigh the odds of how likely is it I'll need another card like this or how many do I need to collect in order to have the most of something? That little piece of information makes it easier, right? And this is a family-oriented families playing with younger kids. So that piece of information is really, really helpful. Is it essential? Probably not, but it is really helpful for their target audience, for the type of game they're creating. So you can think about that. Are there helpful bits of information that you could include that would improve gameplay or that would target your audience, or who's going to be playing your game the most. Next are two questions that really should be answered one after the other. And that is, what should be text and what should be icons. So having text on a card spelling out exactly what happens is great. But it can be a trap. Information overload. When in reality it would be simpler to define what an icon is once and have everyone in the game learn what that is. And then anytime that icon shows up, everyone knows what it is very simply. Because often once you learn the rules, you don't have to reread what an icon does or you don't have to reread what a card does, you just remember. So it's really useful to use icons as often as possible. But that doesn't mean you need to use them everywhere. Having text that describes what a card does can be really useful in a few situations. Again, in a game like trash pandas, they have a description of what each card does at the bottom, even though every feast card does the same thing. And again, you could have a, just a reference sheet with what all the cards do and what they score out in front of everyone. Since this is a hand card right where you have it in front of you, just make sense to have that information directly in front of your eyes in your hand. And they certainly could have tried to come up with an icon that would represent that idea. But they were able to spell it out in such simple English that even a kindergartner just learning to read would be able to remember, figure that out and probably remember it very easily. I also think the card from bang is a unique example. Again, this is the player card and they have a text description. But in the middle of the text description, they have icons. So rather than writing out everything, they write a little description text, but icons still stand for something. And the icons in this case are standing for the faces of a die. In which case you had to have read the rules to understand what that die face means. And so it's text and icons getting meshed together on this type of card. And of course, you can also use text as flavor or theme, right? Often you don't have to have the title of a card, but it helps tie it into the games theme. Or you don't have to have a description or a story on there, but it helps. And when doing that, it's just important to remember hierarchy, right? If that is the least essential piece of information, shouldn't be the most eye-catching and it probably shouldn't take up the most space. So you just need to remember that flavor text or thematic text needs to be balanced with the essential information. Okay, So at this point, you have determined what type of cards your game has. You have listed out all the potential information that could be going on cards. And now you've answered those four questions. That's kind of narrowing down what you need and in what form it might be. Now, I have a job for you. Okay. Take that information that information that you decided is going to be on your card. And you need to rank it in terms of most important to least important, right? You can write it out in order. You can put a number next to them, however you wrote it down as fine, but you need to decide the hierarchy. And doing this will allow you to make important design decisions of what needs to be largest, what needs to be placed in areas of most importance. So you need to say what is the most important and probably what is the least important. And one important side note. Often we look at cards and we first see the illustrations. And so it would be easy to kinda fall into the idea that really the illustrations are the most important part. Are there thematically the most important? They do give a lot of flavor, are important, but they're not the most important. I've played a lot of games with art that really isn't my favorite. But I like the game a lot. I like how it works and the information that's on the cards is exactly what it needed to be. So the art isn't really the most important. And in terms of conveying information, often the art is really the least important part that would be at the bottom of the list. And that's why the scope of this class. We're not really getting into custom illustrations or artwork for your cards. Because in terms of having cards that work really well to support your game, they're not actually at the top of the list. And that can always come later. You can always learn how to do it yourself. You can always, hey, an artist to come up with artwork that you feel expresses your game best. But this, having this information in a good format is going to really propel your game forward. All right, n-sided him. Now you have this information for your cards. You have it broken up into hierarchy. Now we are ready to actually start laying it out in a design. So in our next video, we're going to talk through just some quick sketching ideas of how you can lay out your cards. And then we're going to be moving into actually making the digital designs inside canva, either from scratch or using the templates that I've provided for you. Let's go ahead and go to the next video. 4. Quick Sketches: Hey there and welcome back. In this video, we're going to take those questions you've just answered in the decisions you've made about the hierarchy of information on your cards. And we're going to do some initial sketches. I always think it's a good idea to do some rough sketches on paper before you move into a digital piece of software, just because it helps you kind of get some rough ideas down very quickly. So I'm going to just show you really quick how I would sketch out an idea or two. Then you can go ahead and sketch out your card as your envisioning it right now. Okay, so just grab a piece of paper. Can be line, can be anything. Again, this is just for some sketches. And I was find it helpful to do some sketches at scale, meaning at the size it's going to be. So you can go ahead and just grab a playing card or any old card and just do a quick trace. Again, this is not fine art. This is just a quick idea and I'm going to do a couple of here side-by-side. So we can try a couple of different things. Okay? So you can see sloppy quick. That's great. Okay? And so now you have to take the information you've decided and start to lay it out. So I'm designing the game, paint rollers and I have the types of cards they are and the information hierarchy setup for these cards. So the cards for paint rollers are their table cards to start with, and then they become set cards. So some of that information kinda has two roles or has roles at different parts of the game. And then the information I have is the painting value would be the most important. And then the probably the pink color is required. The answer is required. And then the style and size after that. But they have some different functions and so I need to place them accordingly. So I'm going to start over here and I'm sketching this upside down so I can record it easily. So this might be a little sloppy, but like I said, these are quick sketches. So since these are not handed cards at all, I don't really need to worry about placing information like down the one side. These are going to be set cards and so I need to place my information. I want to stack them vertically. So that means I want that set information kind of up in this area. And the most important piece of information I want at the top enlarge, so I would place that here. And that's going to be like a number value. Okay, So I'm just putting a number symbol and putting in a circle because I'm going to have that be like read, write, really eye-catching. And then the other pieces of information that are important, they're not the next most important, but they are part of the set collection would be here. Okay, so I'm going to put just like a little box here, little box here. Okay, and so that just represents textboxes, right? Little bit of information as we're going. Ok, and you can see how messy I'm being, but that's totally fine. The next two pieces of information. Are the colors required and the ounces required. And that's information that needs to be visible at the table card level, but isn't necessary for the set collection. So I don't need that to be up here. I can have that be down at the bottom of the card. So I'm going to have that be kind of at that region at the bottom. So since we normally read from left to right, I'm going to put the amount over here. So once again, I'm just gonna kinda add a circle and a number. And then for my colors, I know I'm going to have them not be text, those are going to be Icons. Okay? And so some cards have up to five colors. And so that's something, as you're sketching this out, think about the amount of information that's going to be there. If you're going to have to have seven icons while you might not be able to squeeze those in side to side and still have them legible. So you need to think about where you're going to be putting this. If you're going to have a full paragraph description, we can't squeeze it into a tiny area, needs to take up a decent amount of space. So where's, what's going to happen, okay, and then last, really the least important information, but thematically important, would be the paintings themselves. And so that's like the image is going to be in this center area for this design. Okay, now let's try and alter it though. I never like to say that my first idea is the right one. And so let's try something else. Again. I have the same requirements, right? So my painting value and my my categories of cards, the size and the style of paintings need to be near the top for the set collection aspect, but I'm going to flip them. Okay, so I'm going to have this be here, so this is going to be my number. And then instead of justifying that text over here, I'm going to have those coming off of this point. So maybe this makes a little bit more central or something like that of the styles. So again, these are just text. And then this information here, rather than having this go all the way down the bottom, maybe I'll have that bleed down this side. So I'm going to do again 12345. And then I will have the probably a little bit larger the number the ounces required. So I have there there. Okay. And that's kinda nice because it kinda connects the information. If I were to like fan out the cards, you would be able to see all the different colors next to each other easily. So that I think should be your process. Try at least two different layouts, but maybe even do some more for each kind of card until you feel like, you know, this sort of makes sense for the way you are using the card. In my case, I ended up with this design for this level of prototype, right? So I have my value over here, my different categories here, and then the amount of paint and the colors of paint needed with the art in the center. So if you're just looking at this white piece of paper and saying like, I don't even know where to begin. Let me, I guess I'll put the title at the top because it's important and there's stuff at the bottom because it's less, it might still feel a little vague. So I have two suggestions for you. One is click on that template file, open it up in Canada and start looking through the examples that I provide for you. Because sometimes you just need to start with someone else's idea. And then related to that is, look at the games that you like, right? Open up one of the games that you already own and look at their cards and see what decisions. Just like we've been looking at examples from cards like dragon wood and other things like that. You can learn from other gains how they arranged their information. So if you're drawing a blank or need some inspiration, go find some cards to look at and go find a game that's kinda doing something similar to yours and see how they are arranged information. So now that you have some paper sketches done, we're ready to move into Canva to actually start putting some of this together into the final design. So in the next video, we're gonna talk about Canva and how to get started. 5. Why Canva?: So before we jumped into actually making the cards, I have one more thing I wanted to cover and that's talking about the software. Why are we using Canada? What are other options in? What should you be aiming to use? Okay, So full disclaimer, Canva is not the best software, right? There are better software out there for designing games, for designing cards. But what Canva has is accessibility, right? It's very easy to go from no knowledge of design to making that are pretty good looking. To go from not being able to make anything to using the assets provided, using even the tutorials that they have inside their software in order to make finished designs. So that's why I really like, I also like it because it's web-based. So you can get to it from any computer. Works fast and easily. It saves your progress as you go. There's a lot of great things about Canvas. But if you're a person that is already familiar with Photoshop or Illustrator, InDesign, affinity, any of those? Well, certainly if you have some of those skills or you're really wanting to learn those more, you can translate all of these design principles that we're learning into that software. There's even dedicated game design software, like components studio from the game crafter and other similar type things. Those are often clunky and they require that you use other software to bring the design assets in. So I really like starting with Canvas. The main reason I like starting is because it's easy for newer designers to say, well, I want to make it better prototype, but I don't know how to use professional software, so I guess I really can't make it any better and they get stuck there. And my whole goal is to help newer designers, new game designers, to get unstuck, right to continue designing and making better and better games. So I think having a low entry level of Canva as your design software, as long as it helps you actually make your game. Well then that's a great place to start. And later on if you're into design, if you want to learn those skills, those software skills more and more, well then by all means, go ahead and learn them. Skillshare, great platform to learn those skills. Right now. Canada is good enough, good enough to make your designs better, to transfer your ideas to the players. So that's why we're using Canva. If you don't have a kinda account yet, you will need to create one, it's free. So go ahead, go to canva.com, create your account. And then in the next video we'll talk about where do you go from there. So I'll see you then. 6. The Canva File: And welcome back and see where in a slightly different format here. In this video, we're actually going to be looking at going to canva.com, making sure you have an account and opening up the template file that I'm providing for you. So I just wanna make sure that's really clear for you. We don't get hung up on the tech. So let's go ahead and jump to canva.com. Okay. Once you are at canva.com, then you're going to go ahead and sign in. If you already have a login or if not, you'll create an account. This is a free account. And with a free account, you get tons and tons of tools. So it's really a great offer. So go ahead and login and then we'll get started. All right. And once you're logged in, you're going to see a window kinda of like what's in front of you, hear your suggestions and if you have any designs, there'll be there in front of you. And if you scroll down, there's all kinds of like seasonal designs that you could click into. And so I just want to start with, this is not a tutorial on how to use Canva. I'm just going to go through some basics to make sure you're into the right file and you know, very generic stuff. But this is, I'm not gonna be able to teach you how to use Canva from scratch. But what I can tell you is that they actually offer some great tutorials themselves. If you go in, once you're logged in and you go to learn, they have all these tutorials, getting started designing and even more advanced concepts of design are in there. So if you want to learn the tool of Canva better than I would recommend going there, learn tutorials, and clicking there will give you all kinds of great resources. A lot of them have like step-by-step projects to do. It's really great. So if you want to learn more of just how to use the software, Canva, I recommend that. But what we're gonna do is actually start with a template. The template I provide the link in this Skillshare class. So go ahead and click on that link. And when you do that, you're going to get a new tab that should look something like this. Okay, So a template was created by Ben painter, that's me. And this should be the preview you can actually click through and see some of the different pages in there to verify where you're at and you just click on Use Template. And what this does is basically it takes a copy of the file I made and puts it into your library. And so your edits don't change anything about the original. You don't have to worry about that. And we can see right now, I'm working on a copy of the game cards template. So let's just go ahead and look at this full screen. So you can say goodbye to me for a second. And I'll just show you kind of what's going on and some things you should do right away. So first thing I would say is that the basic layout is I have all these different pages or in our case, cards that have different possible layouts for your cart. And so you can just. Scroll down to kind of browse through some of those options to get the idea of where we're going with these designs. And so that's very easy. You can see some tools right here at the top of each card would allow you to delete a page, duplicate a page. And then over here, these are the main tools you're going to be using, right there are. You can upload your own images to use. You can use photos that are available through the software. You can use elements of all different kinds, whether there are photo frames, shapes, illustrations, all kinds of things. In here in the elements that's really powerful, that, that's built right into Canada. Text. And you can use just the basic text formatting or you can use kind of preformatted, more creative designs of the text. They even have videos and audio in here because they do social media stuff and other possibilities as well. So you're going to be navigating over on this left sidebar a lot in order to get the tools or get the items that you want to use. Now let's devote our attention to this first page because I left this in here to make sure we all are kind of up to speed on what's going on. And before we look at this, I want you to do a few things for me. Go up to the File menu at the top left click there. And we went to number 1, show rulers. And that suddenly should show these rulers on the top, on the side for each page, go File, click Show Guides, and they're faint, but you can see a little guides that just got created. And then last we want to go to File show print bleed. Sorry, one more thing. File show margins. Okay. And so what did that just do? Well, what that did is that allowed us all these guides I have pre-built in this template for you are now visible, lightly visible inside this document. And those allow us to align things in a way that makes sense for a design of a card. And to illustrate that I actually have the template card from the game crafter. The game crafter is a resource where you can print kind of finished versions of your game for a reasonable price. You can get just a single copy, you can get ten copies or whatever you want. It's a really great resource. And so I use them as kind of the standard for how you should lay things out in a print standard way. So I want to start out with talking about what all of these lines and guides it can be very overwhelming and confusing. And so before I get into what all this is, you are just making this prototype and you're going to print it out yourself on your home copier or printed off at workers. You're making this yourself. All these guides and become a little bit less important. But where are these guides are crucial is if you're going to have another service, print them, right? If you're going to submit these to the game crafter and get a final printed copy from an actual printer. They need to follow some of these rules because the process of printing and cutting as professional as it is, there's still a little bit of a margin for error. And so that's what all these guides are accounting for. Gay, the outside gray area, that's called the bleed. That means if you want an image that covers the entire card or a design that covers the entire card. It needs to extend past that area. Even though that is supposed to be trimmed off. It might not completely. So it needs to extend into that area. If you see the next line, it's this red line and I have the blue guide box there. That's what should be the actual edge of the cart. But again, there's a margin of error. Next inside that we have this safe zone. So if you're going to have text or anything that's legible on your card. It needs to be inside those guides. Otherwise it's going to be so close to the edge, there's a possibility that it would get trimmed. And then this last guy, this one I think of as more optional. But it's just helpful to know how, you know, professional designers will think about where they are placing things like borders, the game craft or template that I'm using as a guide here, calls this the border area. That if you're trying to have a border, let's say a solid color line that's going around the entire card, then this should be the inside edge of it any farther out. And there's the potential that it could get trimmed or if the trimming is uneven, that it won't look like an even border around the outside. But like I said, that one's a little bit more optional. There's a little bit of elbow room, really, it's this safe zone that we're most concerned with and then making sure things we want bleeding or going off the edge of the page beyond this bleed zone. So that's the very basic lay of the land. If it feels like that's going over your head, don't stress about it. It's not that big of a deal. Alright, so that is the lay of the land stuff. In the next video, we're going to take your sketched cards that you worked with, pick your favorite one, and now start to translate that into Canva using or starting from at least one of my templates. And then kind of making it your own from there. So let's go ahead and jump to the next video. 7. Designing a Card in Canva: Alright and welcome back. In this video we're going to take your sketched design and start translating it into Canva. And I'm going to be walking through this with a card design of my own, but of course, make it with your game in mind. So you can go ahead and take your sketches, look at them like mine. I'm going to say, all right, I'm going to go for doing this design. And then you'll go ahead into our, the template and try to identify one that sort of resembles your sketch. You can scroll through, you can see the title has been placed different ways. I have icons or numbers placed in different parts of the card. And I just tried to create a variety of layout options. Now, it's very likely that none of these will be exactly your card. But don't let that stop you write these things. I'm going to walk through making my card and you can see how things are edited and you can copy and paste and pull new elements from the side. It's very simple. Now if you look at these and you say, none of these are really what I want exactly, or I'd really just prefer to build it from scratch. What I would recommend really is just starting with this first page and you can actually go in here and duplicate the page. I always recommend duplicating because then you have the original to go back to. Just click on the background, hit Delete. And so now you still have all these nice guides that I've created. And you can design from scratch there, right? If you wanted to just go ahead and pull in a circle image, you would click on that and go in there. And then you're off to the races with your own design if you wanted to design from scratch. But let's say you identify one of these templates that is kinda close enough to your original sketch that you want to manipulate it and make it your own. In my case, this template that I have in front of us here is going to work really nicely. And so all I'm gonna do is start to kind of fill in my own texts, my own number values, and try to make this card fit more precisely my game. And you might be asking yourself, well, how am I supposed to know what all these values are? Well, this design process we're going through right now, it kind of assumes you have play tested on enough of the game that you have several cards worth of values that you have that content. We already brainstormed kind of the, the categories of content, but now you need to get specific. What are the values of the cards? What are the actual categories of, in my case, the style or size of paintings? So if you don't have that figured out yet, Well, you need to start filling that in, in your original prototype. You need to start filling out what the possibilities are in order to move your design forward. So you might need to take a little break, figure out some of that. But if you already have a kind of rough prototype and you're translating it to Canvas. Well then you can go ahead and jump right in and start filling in those values. So that's what I'm gonna do. Say that's a two. Class of pulls in. The second class is up. Okay? So for here, I don't like these, this is too long and the other one's a little too short. So I'm going to click on that shape and just shorten it. You can see how easy this is to edit. And Canada is one of those tools that it's very user-friendly. Sometimes it seems like there's, you come up against something that you can't figure out how to do, right? But often there is a workaround or there's an alternate way you can think about making that. So don't get discouraged by not knowing the software. Just power through. You can do it. Down to the bottom. I'm going to change this to four. It looks like I need to kind of move that up to keep it centered a bit more. And if I want to make sure it's perfectly centered within that textbox and shape. I can select both. And then I'm going to position those in the middle. It's already centered. Okay, so that's saying that is centered, but it still looks a little low. So I'm going to manually just kinda scooch it up a bit. I'm going to also zoom in a little, which I did by hitting the command key and plus or minus allows you to zoom in or out without having to click on the little zoom button down here. And let me just move that up. Somewhere in there. Feels about right. And of course, if I wanted to change the color of anything, let me go ahead and say red isn't really what I want for down here. I really just want a different color. I would click on Color and we have all these options, okay? Since I had a photo and a different part, it can automatically pull some colors out of a photo that if I wanted to use that, There's just the default colors. There's other colors I've used in this document. And then if you just want to pick a color from here, you could use the color picker. If you're the type of person who knows what a hex color is, you could put in the hex color code right here and use those so you can be really precise. For me, I'm going to go with this. Let's say, for instance, that, that blue line that's a little too thick for me. Okay, I want something else. Well, let's just go ahead. I'm going to go into elements. And I'm just going to say I want a circle. Now, I could browse through, but I'm just going to search for it and then see the options. Okay, you can see all these different options. So I have a thinner one here. This looks kinda like a similar thinner one there. If I hover over one of these ones, that crown you can see that's pro, so at a paid level of Canva, you can go ahead and use all of those for free as well. Otherwise, just the ones that say free are free. So I'll go ahead and click on that circle. I'm going to click on this circle and hit the Delete key. Then I'm coming down. And again, you can see how simple this is. This is all just drag and drop. And. It really is pretty good. I'm going to go right there. Again. I'm going to change this color to one I've used before, which is that dark blue. And that will be good enough for that. And let's say, for instance, this is another useful thing to know about Canva. I'm gonna say I'm gonna keep those together. I don't want those to move around accidentally. You can do two things. One, you can group them. And that will mean that when you select one, you select both. And so I would move around both at one time. That can be really useful. And the other thing you can do is when you select is you can lock. Locking means that I'm not going to accidentally move it. And that little lock symbol is there. So again, that can be a really great way of once you're finished with something, you wanna make sure you don't move it, then you can lock it in place to kind of protect it from yourself. Okay? And then last I have these stand-in symbols for some types of icons. And in my case, those are going to be different paint colors. So I'm just going to go in here. And I'll keep that one there just for scale. And let's go ahead with this. Okay, so that's the same size. I'm going to copy and paste. So I get exactly the same circle and paste that again. So there, and there's also times when you might say, well, I want these to be evenly spaced. I want these to be spread out so that they're perfectly even. You can see there's like smart guides that are helping you keep things in order. But let's just say you want to double-check. Well, you can drag and select all three. And then you go up to position and you can space them evenly, horizontally. Or you can also click the tidy up button, which just nudges things if they're slightly off. So there I clicked it, it moved over a little and send out these are perfectly evenly spaced apart from each other. And so now I just actually, I'm going to be changing the colors. I'll select this one to violet. And this one actually is just not a color at all. Okay, so now I actually need to add some text because in my game I want to have not just the colors, but like the, the symbols for the names of the colors to make it really legible. I'm also not liking how these three are apart from each other. So I'm going to move this in. Move this in. Okay. And again, I don't have to get a precise because once I get that in the space I want, I'm just going to position 0. It looks like they're already spaced perfectly evenly. Just by happenstance. Okay, so now I'm going to come over here. Let's say I want to add in some text. So I'm going to make this a sub-heading and that's just kind of a default size of things. So go into there. If I wanted to change this font, for instance, I know that I've been using a lot of gray area. And so let me just do Sans Bold. I can go ahead and do that. Me close those options again. And this is a, oops, I go blue, violet. I just take their drag. And let's say that maybe a bit bigger 16. And I'm gonna make that white. So it is actually legible on that color. That looks perfect. And again, I don't want to have to drag them every time, so I'm just copying and pasting. And now I'm gonna make that one yellow, orange. And this last one, I'm actually going to delete. This car doesn't have another color on it. One more tiny bit of text. And again, I'm gonna come over here, add that in. I'm gonna make this gray a regular size eight. And I just need to type 0, 0, xx 0. Because in my game, this is standing for four ounces. That's one of those little Probably not absolutely necessary information. I'm going to describe it in the rules, what that four stands for. But this just kinda keeps everything clear. So I'm putting it there. And some important things to note here is that I am steering clear of these. This would be the trim line, right? So I'm not going into the trim line and even this line, this is the safe line. I'm keeping all this information inside there. If I had space at a premium, if I needed to fit some more things in there, I could probably go ahead and sketch this out and down a little bit more, right? I wouldn't want to actually be touching this line, but I could get a little bit closer. Because again, if this line were to be where the cut was, that information would still be visible and that's really what these guidelines are concerned with. If the process wasn't perfect, would you still be able to make use of this card? That's the question they're asking. Okay. And then last but not least, we have this large image area. And what are we gonna do with that? Well, I'm just going to go ahead and search for painting, since mine is a painting themed game. And let me just see if I can find something that kinda looks like a painting of some kind. Okay, Here's something and you can see if I drag it here, it's going to try to put it into the background. If I drag it here, it's going to put it right in the middle of that image. It's going to automatically fit in. You have the option up here if you need to adjust an image, make it brighter or darker, contrast all that type of stuff. There's different filters you can put in all kinds of good options for slight edits to images. Okay? So that's where I would say this is done and you might be looking at this and saying That does not look like final arg. Well, you're right, it is not final art, but it got my original sketched prototype up a level. And this is the level that I think describes the direction that I really want my final design to take course. The final design I want to make better. I want to make more dynamic. I might make different decisions about the colors. There's all kinds of things that could improve, and that's absolutely true. But the process we're dealing with here is saying, how do I get this to a level that really communicates that type of game. I want this to play, the type of experience I want players to have as they are playing a game. Okay. And let me just show you one more quick little tip. And that is sometimes you're going to be moving things around or let's say I want this, I want this image to be full bleed up at the top of this card. Okay, So I'm going all the way edge to edge, and I'm gonna move this all the way up. Okay, but suddenly this is on top of things. So what if I want to move it back? Well, there's two ways you can do that. Probably the easiest way would be to go backwards. So you're putting it backwards in terms of layers and you can see things are starting to show up. You can also use the key command and depending if you're on a Mac or PC, it'll give you different commands there. That's what I'm used to using, so I just use that key. And now that image is in the background and things are overlapping, which that could be a really nice design for this type of card as well. Okay? So you have, at this point you've identified which template kind of fits with your card. You've put in your actual content for that card. Now what are you supposed to do? Well, your specific directions for this class is you're supposed to duplicate this design and make your next card, and duplicate that and make your next card, okay? And your goal here is to make nine cards that are all using this same theme. So keep duplicating, keep, keep going through the design process with content for nine different cards. You don't want to do your entire deck. So if you have a 52 deck card or even 30 cards, you don't want to do the whole thing because chances are you're going to make a mistake or two just in the design process. So I say make a sheet of cards that's nine cards, print them out and actually see how they feel in your hand, right? If you're holding them in your hand or on the table through things, feel big enough. Do they feel like they're close to the right color? So in the next class we're going to look at how to do that process of getting these cards printed out so you can look at them and see how your design is working so far. So I'll see you in the next class. 8. Printing 9 Cards from Canva: Hi there and welcome back. In this video we're going to take your designed cards and then get them printed so that we can kind of see your progress before you go designing your entire deck, right? Because what we're trying to do is avoid the unnecessary pain of saying, Oh, I just made 30 years, 70 cards. And I found this mistake because this font is too small or too big or whatever. And now I have to go and correct all of those cards. So we're going to try to figure that out with just a few. And then as we make the entire deck, we won't make that mistake. Here's hoping, right? So I'm going to go through the process. It's sort of takes two steps using Canva, but it's really pretty streamlined once you get the hang of it. Okay. And before we actually go through those steps, I wanted to make a note that if you want to, once you start designing your cards, you can delete the other cards that I've provided as a part of the template because those are just probably going to kind of clutter up your file. And I would recommend gets going in. You can click on the little trash icon next to the card and it will get rid of it. Of course, if you ever need the original template, you can always come back and download it from me on Skillshare. Alright, so let's say the cards I have in here represent your cards, all nine cards that you designed as kinda the first trial of your canvas design for your game. Now we need to download them. So you want to come over here to download. And I'm going to recommend that you actually go to JPEG. Those will be slightly smaller files and definitely a high enough quality for what we need here. So click JPEG, and then down here is really helpful. Select the pages. So by default, if you click Download, it will download all of these, every one of these cards, every file. But there's times when you might want to just download one to take a look at it. Or you have maybe multiple kinds of documents in a single file. So you can click on this and then say, I actually just want, you know, these three pages. And then click Done and then download and it'll only download those three. So I just wanted to make you aware of that. In this case, you're probably going to be downloading all. I'm going to go ahead and click Download. And this will work in the background to process those files. In the meantime, you need to go ahead and grab the other template link. And this template is the game card printing template. And this is where it's going to be formatted. So nine cards are going to fit nicely on a piece of letter paper so that you can print them all out at once and not waste a ton of paper anatomic cutting, honestly. So in this template, what you're gonna wanna do is open up your uploads. And this is where you can upload any files, any custom images that you want to use. In my case, I'm going to open up it created a zip file. So I need to open up that zip. And open up that folder then. And now I'm going to grab nine files. And just and just drag those in to the uploads area. And just give it a minute and those will upload. Can see the progress bar here. Okay? And so now what you need to do is you're just going to replace these images that I have in there by default with the cards that you just add it. So I'm just gonna go kinda one-by-one here. You click, you drag it over and you can see that it completely replaces it. And while I'm doing that, for those of you that are paying attention, you know that we had a bleed in the original card file. But the file that was saved, this JPEG file that we're dragging in now, it doesn't actually include the bleed. And the reason for that is that when you're exporting a JPEG and PNG files, the bleed is not included. Bleed is only included when you choose to when you're downloading a PDF file. So if you go to take one of these files and you want to upload it to the game crafter, you're gonna need to download as a PDF type file and include bleed. And then you'll be able to have that bleed area included. Alright. And if that was all just nonsense to you, don't worry about it. You have your cards and now they are ready to be printed. So we've dragged in your cards, of course, yours will look a lot more uniform than this because you're using the same template again and again, but I just wanted to do this as a quick demo. And so now you have your nine cards ready to be printed on the same piece of paper. If you want to print. Well then once again, we need to go to download. So we go to Download. And it's your choice if you want to download this as a PDF or JPEG, PNG, whichever you prefer to work with and be printing from. I'm gonna go ahead and download this as a PDF. That has downloaded as a PDF. I can open that up now. Okay. So you can see that this is just a standard PDF file. And so now you can print the actual printing process. That's beyond the scope of this class. Hopefully you know how to print out documents on a home printer or if you're at work. But again, the point of this is not that these are finished cards, right? I would recommend just using standard paper. Nothing too fancy. The point of this is to start to judge whether you have things the right place on the card, whether you have things the right scale on the card, right? Look at your texts, look at your, your colors and the choices you're starting to make about design and ask yourself, does this work? Does this help the game flow in the way that I want it to? So for instance, with my particular card here, I would say just about everything could get scales up a little bit more. I'm not that worried about having enough room for the art in the middle. So I want to make everything a little bit more legible because these are tabled cards. First and foremost, everyone needs to be able to see them at the center of the table. So that would be one adjustment that I could make in mind. And again, we only made nine cards so that if you have to make an adjustment now it's not that big of a pain. Once you make a ton of cards, it's way more of a pain to be changing the layout of your cards. Okay, so your homework for this video is print out your cards and try to use them in a game or at least stage parts of a game of how those cards needs to be used and see if it works. I'll see you in the next video. 9. 2 More Design Tips: Hi there and welcome back. I wanted to make this very quick video just to give a couple more tips about design things to keep in mind that often get deemed as so basic. I think people don't really talk about them enough or it's easy to glaze over them and just assume people know. So I don't want to assume that because I know people are at all different stages of design background. And the two things I want you to keep in mind, our fonts and colors. Having good decisions about fonts and colors can go along way just to making your game feel cohesive, making it feel better, more uniform. And it's not necessarily easy. There's a ton of videos on Skillshare dedicated to fonts, dedicated to colors, because it's a huge topic and it just requires practice. And there's not necessarily a right and wrong answers, but there's a lot of gray area that you should know about. And so sometimes we just need help deciding and there are some tools I want to make you aware of to help decide what fonts should you use or what fonts should you use together, and what colors should you use for your project? So let's talk about fonts first. When it comes to fonts, you want to keep things simple. The kinda cardinal sin is to include too many fonts, right? You change it like every different spot, it has a completely different fun. You don't wanna do that. I would recommend if I were you keeping it to two fonts. Maybe have one that's a little bolder for larger titles and things like that. Maybe more like a logo, It's a little more stylized. And then having a one that's a little planar, just a pretty normal sans serif or sans-serif font. Something like Open Sans or Helvetica. Or else you could use something like Times New Roman, you know, very classic, simple fonts are going to go a long ways. And that's true if you really have no basis for making a decision of the style you want or anything like that. If you want to make some more creative decisions, actually, Canva has a tool built right in. So let's take a look at that. If you click on More and then go to Styles. So click on fonts. And you can see there's all these examples of kind of a headline and a sub-heading. And these could be really helpful for you thinking, you know what heading has the look that you want for your game, and then see what font they are pairing with it. Now, if you have longer like paragraph text, you might need to also use something like a very classic Helvetica or something like that. But I think this little guide that camber Canvas provides is a great way for you to just get started with making some solid, creative decisions. And next is color. Again, one of the cardinal sins is just randomly picking colors or picking colors that are unrelated. When in fact, color is a science in and of itself. And when it comes to design, There's lots of rules or techniques you can use in order to get pleasing colors that Though together. Again, there's plenty of classes that are on that topic on Skillshare. I'd recommend going through some of those, but you can also use some tools to help you. Sometimes you just need a palette, right? You need a family of colors that go together and just stick to those colors and you'll be fine. So there's two, I want to make you aware of insight Canva. Again, if you go to that more and styles, you can click on colors. So the color is tool that's built into Canvas looks interesting and you can certainly use this to get some inspiration for colors. The problem is that if you click on it, it automatically applies those colors kind of in its own way. If you go into the colors, you could see the options of them in there, but I don't really like how it does that automatically. I want to be the one in control. So the website I would recommend you check out is called coolers. It like colors with an extra 0 in the first half. Just see what we make here. So with coolers that co. That's this huge website dedicated to colors and generating colors. And there's a few useful things. You can just start by hitting the space bar and just cycling through guy. So you can just kinda wait till something inspires you. Once you find a color you like. For instance, I'm a fan of this blue. Well then you can lock that one. And now the rest will just cycle using this as a basis. And once you get this, you have a couple options. You can save this, which I would recommend. You can also just go ahead and copy that hex code and go into Canada and add this hex code and then you can use these exact colors. Another cool feature is you can create from a photo. So if you could click on this and you can upload a photo and it'll pick colors out of there. That can be really awesome way to go. And then of course, you can just explore, you can explore pallets that other people have made and that can be a really inspiring way to go as well. And again, using the knowledge that other people have an order to choose your colors for your game can be a great way to go. So once again, I just wanted to make sure you are aware of the importance of color and font. There's always more to learn in those things. I just want you to be aware that you should be thinking through what it is you want and not committing some of those sort of obvious design sins of too many colors, too many fonts. Keeping it simple and keeping it consistent are the best way to go. In the next video, we'll talk about our conclusion and where we go from here. 10. Final Thoughts: Hey there and welcome back to this final video in this course of how to design cards for your game in Canada, hopefully you've been able to take some of the tips of good design practice. The questions you're asking yourself about what needs to be on this component of the cards in your game. And now you're kind of moving forward with a newer, better version of your prototype game. And so the question is, where do you go from here? Well, if you've made your nine cards and printed them out and you feel like that was successful. You actually have cards that you like that are helping the experience of your game. And they're moving towards the direction of what you want the final design to be laid out like. Well, that's a huge win, right? The, as you move through that prototype process, I think getting to this level of a better, more polished prototype really help propel your design forward. Because suddenly you don't have to describe to people like, oh, that's going to look like this or it should, that should actually be larger or smaller or colored or whatever. Now people can actually start to see that himself. And it doesn't have to be beautiful, it doesn't have to be perfect, it just needs to be improved. So my hope for you is that you're able to take this class and make a better prototype. And because of that, you're going to be moving forward with your game design. So please make sure that you share your project. And that can start out with just simply the name and description of the gang are making. And then as you make these files, I'd love to examples of the cards you are making. Of course, if you have questions about layout or, or what I would do, I'd be more than happy to answer those for you has been really fun teaching you some of these really practical design skills of game design and card design. And I'm excited to be making more classes like this. Thanks so much for joining me and I'll see you in the next class.