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A Voice for Vorthos

@dougbeyermtg / dougbeyermtg.tumblr.com

HIYA. I'm Doug Beyer, a writer and designer for Magic: The Gathering at Wizards of the Coast. My hobbies include forging worlds from the ensorcelled depths of my mind-aether. I also enjoy pestering R&D developers and eating pancakes.
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Toplining: Brainstorming visual ideas for Magic card art

HEY DOUG HOW DOES A PIECE OF MAGIC ART GET BORN?

The super-short answer is: someone on the creative team writes an art description, and an artist creates the illustration based on that art description. Boom.

But there are a lot more steps than that. Today I’m going to talk about one of the earliest steps in the process of developing Magic art -- a step we call toplining -- and then we’re going to try our hand at toplining right here on tumblr.

The art of a Magic card is handcrafted especially for that card. The gameplay mechanics of the card come first, and the art is built around that card to bring it to life. The art becomes a visual expression of that particular game piece in the flavor of the Magic multiverse.

The bridge between the card’s art and its mechanical identity is a flavorful idea that we call the concept. The concept is very closely related to the art description, which is a set of instructions for the artist that gets across the concept in visual language. The act of coming up with concepts for new Magic cards and turning them into art descriptions is a process we call concepting, and the person who writes the concepts is the conceptor.

(Yep, it’s “concept” as a verb. Not “conceptualizing.” Nobody got time for that. “Concepting.”)

An example of a concept might be:

A spell that summons a fountain of lava out of the ground.

And an art desciption based on that idea might be:

SETTING: Ixalan LOCATION: A clearing in the jungle ACTION: Show tendrils of lava gushing up out of cracks in the ground, twisting into crazy red-hot spirals. In the background, we see the Sun Empire shaman who’s casting this spell, maybe guiding the spell with artful arm gestures. FOCUS: The lava tendrils should be the main focus here. MOOD: A showy spectacle of heat and magic

Officially the “concept” is the idea and the “art description” is the expression of the idea, but we often use those terms interchangeably. (“Are you done writing all the concepts for the winter set?” “Almost, just gotta think up two more art descriptions!” Etc.)

Concepting is an extremely exacting skill. It requires a fertile visual imagination, excellent writing and wordcrafting skills, deep knowledge of the worldbuilding and lore of Magic’s settings, and a thorough understanding of Magic gameplay. It requires thinking about what the card does, what visuals from the world guide might match the mechanics, how big or small the power and toughness are, all the visuals you’ve already used in the set or in previous sets, what kinds of motifs or themes or symbols you want to communicate in the setting, what’s possible to illustrate by an artist, how this card relates (or doesn’t) to the story, whether this thing flies, and more.

Concepting a card is weird and fun and deeply hard. And let me tell you, concepting an entire Magic set is VERY weird and VERY fun and VERY DEEPLY HARD. It’s hard enough to come up with a few ideas for an artist to illustrate -- the conceptor must come up with up to 250 of them at a time, multiple times per year.

That’s where toplining comes in. Toplining is the process of brainstorming and recording lots of possible visual concepts for each card. Before the set’s conceptor sits down to start writing all the art descriptions, they meet with a team to come up with a list of potential visual ideas for each card, so that the conceptor will be armed with many ideas once they start writing art descriptions for realsies.

That toplining team is different for every set, but it usually consists of (1) the lead conceptor, the person who’ll write all the art descriptions for the set, who is often also the creative lead for that world; (2) the lead art director for the set, who will be in charge of commissioning out the art when the art descriptions are finalized, and who provides useful feedback about the kinds of visual ideas they want to see in the set and on kinds of ideas that will or won’t work; and (3) the lead set designer for the set, who provides useful information about how the card is likely to be used or what audiences it’s meant for.

That toplining team goes through the set card by card. Everybody calls out ideas or looks up possible visuals in the world guide, and the conceptor records the best ideas for future use. Ultimately it’s the conceptor’s responsibility to write excellent art descriptions for all those cards, so it’s on the conceptor to decide what ideas are exciting useful to them and which are just “ehh.” 

When I’m the conceptor, I often ask the team questions to help spur ideas. “Okay, this is a common 2/2 flyer in blue. Does this world have drakes? If it’s a drake, what’s special about this one? Is there a way this critter could be tribally relevant in the set, or is this a weirdo one-off? Would this be better as a flying humanoid of some kind, and if so, how are they flying? What’s the weirdest place we could see it flying through? What kind of mage summons this thing, and for what purpose?” And so on. I try to roll past the first two or three ideas to get into more uncharted territory, even if the quick answer feels like the right one. The room answers my questions, often with ideas building on each other, letting us draw out the hottest ideas. Here’s a pretend transcript for toplining a card:

“Okay, this one is... a green ramp spell. What could this be?” “Hm. Maybe it’s like a wave made out of land?” “Isn’t that just Rampant Growth?” “Or... an elf reaches down and touches the ground.” “Or she’s touching a tree. And the branches light up with magic.” “*typing* Okay. But this lets you get any basic land. How does it represent getting multiple colors?” “The branches create lots of different kinds of fruit?” “Yeah, and each one’s a different color.” “*typing* Let’s try another direction. What if this were a natural phenomenon, what would it look like?” “Maybe it’s a rainstorm, that creates new growth.” “A rainbow!” “A rainbow, and where it touches the ground, new life sprouts up.” “*typing* Cool. Anything else?” “I keep thinking of how spells like this go in decks that want to cast big creatures.” “Yeah?” “So maybe like, it’s whatever happens before big monsters show up. The deep rumble in the ground.” “What’s the visual form of a deep rumble?” “Those ominous ripples in the water. But in a green way. Ripples in the earth!” “*typing* Ooh, that’s cool. Okay, I think we’ve got enough for this card. On to the next one.”

And so on, card by card, for the whole batch of cards. Note that the team doesn’t dwell on the full art descriptions during toplining. There’s no discussion of detailed locations, or compositions, “mood lines” -- that’s for later. Toplining is about breadth of ideas rather than depth.

Also note that there’s lots of riffing. It’s a dynamic process, about branching from one idea to another, bouncing around till we find a good fit for the card.

The most usable topline ideas are:

(1) Relevant. The idea should be relevant to, or at least should not contradict, the card mechanic or its color. We always want amazing art, but the idea should make sense with the values of the color(s) of mana in its cost and with how the card is played. Help the conceptor find ideas that will actually match the card.

(2) Visual. The idea should be inherently visual, or lead to a visual. The whole point of these ideas is for an artist to eventually illustrate them. An abstract or narrative concept can be cool, but isn’t super helpful unless it can be expressed visually. What’s your idea LOOK like?

(3) Simple. The idea should be able to be expressed simply, with few visual elements. Massive crowd scenes with tons of figures often look muddy at card size. The best bet is a strong single subject for the artist to focus on, so help the conceptor find ideas that can lead to a strong, tight visual.

Okay, let’s try it! We’re gonna do some toplining right now. I’ll give you a bare-bones card mechanic (note: this is not a real card), and you throw out visual concepts for that card in the comments below. For extra fun, riff on others’ ideas, or ask each other probing questions, like we do in actual toplining meetings. Ready?

4R Sorcery CARDNAME deals 4 damage to target creature and 1 damage to another target creature.

What’s this spell about? What’s it look like? Who’s casting it, or who’s its victim? Is it an actual spell someone’s casting, or more of a natural phenomenon, or an effect of some creature? What plane is this happening on? Where might be an unusual spot for this to take place? And again what does this effect LOOK like?

I don’t want full art descriptions -- just quick toplines! Go!

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I'm slightly unclear, I've both read that Martha is the new head writer, and that it will be a different author each set, can you explain how this all works?

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Martha Wells will be writing a series of stories for Dominaria and that’s everything we can announce right now. We’ll talk about plans for future set stories as we get further out, but I can say there is willingness to explore different authors for different sets/worlds.

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What is one message you'd like to give story fans as we head towards Dominaria?

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That we’re always looking for ways to make for a better and better story experience that’s accessible to more and more audiences, and that I’m so, so proud of how Magic Story has grown. 

Bit of recent history of how Magic’s story has been told. Back in 2011, we shifted away from the novel lines, and Innistrad sadly went without story support. For the next couple of years, for Return to Ravnica and Theros, we tried releasing e-books only, attempting to widen the audience while lowering costs. They were cost-effective but the work was unsustainable. Beginning in 2014 we floated a new test balloon, a handful of arced stories released free on the web that told the story of the Tarkir block. Their success propelled us into 2015′s more ambitious Magic Origins and Battle for Zendikar, and readership jumped. With more accessible stories and with links from the cards to mtgstory.com, we found that more people than ever before were engaging with the story. That pattern continued through Shadows over Innistrad, Kaladesh, Amonkhet, and now Ixalan. That engagement led to art books, D&D crossover adventures, and a larger role of the story in marketing campaigns. Story fans are now an acknowledged, reliable, dependable foundation of Magic’s community, when only a handful of years ago I had to argue for y’all’s existence.

And now, today, the importance of Magic’s story is still spreading its wings. We’re working closely with accomplished author Martha Wells to bring you Dominaria’s story, expanding the model of free stories on the web with a professional wordcrafter. We’re working with partners to bring more expressions of Magic to other media. And there’s more goodies being cooked up as we speak. Every thing we try for Magic’s story is an attempt to hit that goal of a better and better story experienced by more and more people. ALL of these efforts are thanks in large part to (1) the authors and creatives who’ve kept the story rolling over the years, whose dedication and passion and WORK forged the path, and (2) you, the players, readers, and fans, whose enthusiasm, fanart, podcasts, videos, and spirited discussion threads showed us that path was the right one. I’ve never meant this more: thank you for reading!

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Banesaints

I wrote this passage about the idea of taking a “banesaint” back around 2009, for the Scars of Mirrodin world guide. I don’t think the idea never made it onto Magic cards, and the world now known as New Phyrexia certainly has bigger fish to fry these days than the maintenance of certain Auriok cultural practices. But I’ve been thinking about the idea a lot lately:

--Scars of Mirrodin world guide excerpt

I like how the idea feels both infuriatingly unjust (like, “why should it be THEIR responsibility?!”) and also, in a way, painfully noble. I think I would tweak some things about the idea before applying it directly to the real world (like maybe you should start by selecting a banesaint from whose acts you have somehow benefited, for example). But I keep thinking about it in relation to the real world, and I think it’s an intriguing little nugget of worldbuilding, so here. YOU think about it now.

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I’M GLAD YOU FINALLY FOUND A HOME, PARROT GRIFFIN CONCEPT!

So when I was at Archon St. Louis last year, I talked about how sometimes, cool ideas in the world guide don’t always end up making it to cards. The world guide is a resource for concepting, a toolbox of possibilities to help give flavor to the eventual mechanics of the set. Sadly, not every one of the awesome tools in the box gets used every time. 

In particular, the Ixalan world guide had this sweet, super-colorful, parrot-inspired griffin concept in one of its creature sections:

...and then no Ixalan cards showed off this pretty beast. There just wasn’t a use for it. But then along came a flyer in Rivals of Ixalan that was just an excellent spot for the idea. Magic art director Dawn Murin tapped artist and sculptor Sam Rowan to take it the rest of the way, and he did so in style:

Resplendent Griffin by Sam Rowan

And the card came together, finally making use of that really fun creature concept.

image

When we’re building the world guide, we never know all the creative problems that will eventually need to be solved. We fill the guide with all our best ideas, hoping that they’ll help fill the creative gaps that arise in the eventual card set. Sometimes it takes a while for a problem of exactly the right shape to pop up, to make use of the sweet solution that you already have waiting in your hand. But when it works out, it’s SO SATISFYING AUGHGHH

Also, FYI, the full Rivals of Ixalan card image gallery is up, y’all. I wish you a great prerelease next weekend!

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Mission complete: Muse Monsters of 2018

EXCELLENT. Earlier today I asked you to find some Magic flavor text related to making and creating. Then I asked you to hunt down Magic art of inspiringly fierce critters. NOW WE COMBINE THEM. BEHOLD, and BE INSPIRED.

Zhur-Taa Ancient by Adam Paquette + the flavor text of Simic Charm

2018 is gonna be a year of making. This year we cup our ear to the ethereal whisper-plaints of our souls, scoop up big handfuls of Scared-But-Doin’-It-Anyway, and forge ordinary time and atoms into some LOUD-SHOUTIN’ HEART-EXPRESSIN’ ART. 

Purity art by Warren Mahy + flavor text of Future Sight (ONS)

And who better to inspire and motivate and encourage us this year than our own personal MUSE MONSTERS? I took some of my favorites of your flavor text and art suggestions and mashed them together in ways that inspired me. 

Art of Sanctuary Cat by David Palumbo + flavor text of Goblin Welder

Now you make your own. Making stuff is always hard -- you hear the critical voices in your head long before the jerks OUTSIDE your skull even get a chance to pipe up. You’re gonna need to drown out those voices this year. Have some monster bellow some foul-smelling advice at your face, and I promise that’ll make things easier. Happy 2018, gang.

Art of Godsire by Jim Murray + (part of the) flavor text of Inventor’s Apprentice

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Mission part two

OKAY, SWEET. MISSION PART TWO.

Y’all fetched up some great creation-themed flavor textsesses over in this post. The replies and reblogs are FILLED UP NICELY. Go looky, and feel free to continue hunting up more over there if you like.

BUT NOW. For this almost-final part of the mission, I want you to find art. Specifically you’re looking for Magic card art that depicts NOBLY FIERCE CREATURES. It could be a big toothy befeathered paleomonster from Rivals (because eyyy) or a brave-hearted little fur-beep from a Magic set from twenty years ago. Could be the art of a sorcery or artifact or whatever, if you like, as long as the piece involves some kind of nonhumanoid beastie looking INSPIRINGLY FEROCIOUS. Bonus points if they look like they’re YELLING. Use reblogs to post your pic(s) so we can all find them later (unless you can put images into replies now? yesno? yo it’s been a while, tumblr). Okay? This is part two of your mission.

Later today we’ll finish up the mission. ART OF EPIC MONSTERFRANDS! Let the hunt beginnnnn

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A mission

Are you ready for a mission? This will be fun.

For this mission, I’ll need two things from you today.

PART ONE is that I need examples of Magic flavor text that are about building, making, creating, forging, whatever. Seek me out quotes, sayings, observations -- serious or silly, all will work. They just have to have something to do with the theme of making or building something in some way. Post them in replies or reblogs. (You can include the name of the card the flavor text comes from, in case folks are curious about the origin, but that’s not required for the mission.)

Part two of the mission will come later today, with another quest for y’all. And then we’ll complete the mission and see the results.

Okay? FIND SOME FLAVOR TEXT ABOUT CREATING. GO!

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Hey. Shall we do this blog again, some year? Say, the year 2018?

Okay cool. Uhh. Just gotta figure out how, uh, how we start this thing up again--

COMPUTER. MAKE BLOG... TO HAPPEN.

Uhh.

TUMBLR... MAKE.

Um.

COBWEBS, DISMISS. INBOX UNDUSTIFY.

*scratches back of neck*

WORDS... DO THEM? AT... SCREEN.

Hm.

BLOG EXIST PLEASE?

*Voice for Vorthos engines clatter to life*

Okay, great!

Hi. We’re gonna do fun stuff this year. I’ma need your help. See you soon.

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wizardsmagic

The Hour of Glory was to be the moment where the gods proved their worth to the God-Pharaoh. Instead, three forgotten gods appear, their purpose ominous and unknown.

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dougbeyermtg

Hey w-wait 

None of this uh

Nnnnone of this seems like Glory at all

In fact 

If it weren’t for the displays of individual sacrifice and courage on the part of the brave people formerly called initiates who now fight for their lives instead of for their god-granted termination

We might suspect that this Hour of Glory has not brought any glory to the world of Amonkhet in any reasonable sense of the word

It would seem as if someone

Possibly someone with big up-pointing horns and a foul sense of humor

Caused these prophetic Hours to bear intentionally ironic names

In order to weaponize the people’s very hope against them

And in effect to laugh

Down at this world that once worshipped

And in many cases bizarrely still worships

His own purported

....That’s messed up

Hour of Glory” is Michael Yichao’s story this week, part of the Hour of Devastation storyline!

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wizardsmagic

Liliana faces the demon Razaketh in a battle for control of her future and herself.

Art by Izzy

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dougbeyermtg

When someone as self-serving as Liliana helps your team of heroes defeat Emrakul, and then she takes an oath to join you in your fight against interplanar threats, and then she nudges you all to head to the lair-plane of Nicol Bolas against everyone’s better judgment -- she miiiiight have an ulterior motive. 

Today the group face the demon Razaketh, because challenging big evil demons is probably in everybody’s interest, right? Everybody benefits, probably?

Today’s Magic story is “Feast by Alison Luhrs, part of the Hour of Devastation storyline!

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The Magic Story Podcast goes behind the scenes with the people who make the worlds, create the characters, and infuse this game with imagination. This week, in a special episode of the Magic Story Podcast, Alison Luhrs and Kelly Digges, two important members of the creative team, will be answering a slew of fan-submitted questions. Tune in! 

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wizardsmagic

After discovering that her city is not the way it was only decades ago, Samut is determined to convince her dearest friend to believe her.

Art: Time to Reflect by Daarken

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dougbeyermtg

Initiates. Before you are heretics, doomed souls who denied your God-Pharaoh and your way of life. Your task in this, the final Trial, is to kill each of them."

Today marks the final Trial, and the final episode of the Amonkhet storyline -- the “mid-season finale” before the start of the Hour of Devastation story! “Judgment,“ by Doug Beyer and Alison Luhrs, follows the warrior Samut as she faces an acutely personal trial -- whether to convince a friend to let go of his deeply-held beliefs, or to let go of him instead.

Next week creative team members answer your questions in a Creative Team podcast. And Hour of Devastation stories kick off June 7!

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