This website is now archived. Please use innomination.com for the latest updates.
UPDATE: 2/8/21
We are currently searching for artists who are interested in working on illustrations for Innomination. These illustrations will be used for Prototype 4 and will appear on product mock-ups for our Kickstarter fundraising campaign. We are still discovering what range of art styles that best express Innomination's tone, high fantasy setting, seriousness, and quirkiness, so we encourage many artists to apply.
We need 24 pieces of art of different card types. Let us know if you are willing to work on more than one piece. Please be reasonable with your work load.
Learn more by checking our job offer. It includes contact information, budget, and what this card game is.
The due date to apply for this job offer is Sunday, February 21st, 2021 at 11:59 PM.
Innomination has about 330 unique cards. There are about 50 we've decided that would best represent each Nation in the game for the Kickstarter. Among those, 24 will be selected during contracting with selected artists for illustrations. Illustrations may be assigned on a first come, first serve basis, so it is suggested you apply as soon as you are able.
Subjects that need to be illustrated:
Humans (... us)
Lizardmen (anthropomorphized reptiles)
Insects (non-anthropomorphized)
Undead/Monsters (very few)
Abstract (energy-ish?)
Update: 12/7/20
A new update is available. Please see the State of the Game section for details.
Update: 11/3/20
Prototype 3.1 has arrived. Please see the State of the Game section for details.
Update: 4/2/20
Phase 5 has begun. Prototype 3 is live and is ready for playtesting. Please see the State of the Game section for details.
Phase 4 saw Innomination going for a prototype UI that's easier to read and moving all of the work to a program that's actually made to make it. It was a lot of work, but all of the card files were moved to Adobe InDesign, where creating enmasse, making touchups, and tracking and making changes (especially for mistakes) is significantly easier than Clip Studio. No offense to Clip Studio. It's a great program, but it's not made to create a card game. InDesign has been phenomenal. I'm pretty sure I'm using it in ways I'm not really supposed to, but... eh, it works great regardless.
I will eventually have my hands on a physical version of Prototype 3. If you live in or around Portland, Oregon, you just might see it at one of the city's LGSes being playtested someday... Although that maybe a long ways from now, regarding what's happening around the world right now... the COVID-19 pandemic.
Unfortunately, the pandemic has hurt Innomination. While it is true that there's a digital prototype of Innomination that we can all play right now, I really wanted to show the game to playtesters and new players in-person, as I want to create a real, commercial physical game of Innomination and I want to get a good "feel" for how the game plays physically. Due to the pandemic and how dire it is for all of us to stay home, stay healthy, social distancing, and the ban on social gatherings (of almost any sort where I live at least), all of the plans to play with others using a physical prototype of the game are gone for the foreseeable future.
But please, whatever all of you do out there, please stay healthy and stay safe. It's getting pretty hectic out there.
We don't know how long this pandemic is going to last... but either way, I'm going to keep trying to make Innomination a game I'm happy to make, share, and continue.
Update: 1/17/20
Phase 3 has begun. Prototype 2 is live and is ready for playtesting. Please see the State of the Game section for details.
There were so many mistakes to Prototype 2, already. All of the ones I've caught so far have been fixed, but now I'm really starting to see why there are teams of staff dedicated to this job. Gotta love QC.
Iggy has his hands on a physical prototype. If you live in or around Portland, Oregon, you just might see it at one of the city's LGSes being playtested someday...
Update: 9/12/19
It has been several months since I made the first physical prototype. With the 20 or so people who have played the game thus far, both people I know and complete strangers, reception has been positive. I've had a lot of fun playtesting Innomination with a physical prototype. All of the feedback has been wonderful and the insight of others has made me see many things that will not change and many things that should change. I am truly grateful for all of the time and energy every volunteer has made for Innomination so far. Every play session matters.
This is only the beginning, though. Work on the second, more polished prototype is now in progress. A lot of changes have been made and a lot of research has been conducted since the first prototype. We are currently removing all of the (ripped) art from the first prototype and replacing it with sketch art assets we are making ourselves. They certainly don't look as nice, but if Iggy intends to get Innomination into more hands and start a crowdfunding campaign (a whole another headache in and of itself), everything must be 100% ours.
Baby steps. That's all we can do.