World of Rynaga
I spent most of my childhood reading, writing, and drawing. Over time, I became fascinated with writing and illustrating my own stories. That's what World of Rynaga is all about. It's a project full of colorful characters, mysterious creatures, and epic landscapes. Here's some more details.
The quiet contemplator. The reflective soul. The conflicted heart. The people we meet here on Earth are the people that exist on Rynaga. There are times when we see ourselves or others as heroes, villains, or jokers. Perhaps we're on a journey of self-discovery or redemption. Whatever the case may be, the stories I write are about people in similar situations to ours, just in different realities.
As a youth reading, writing, and drawing were my entertainment. TV was great. Radio was cool. But making things was my passion. As I grew up, went to college, and started working to support my family I came to a realization: I have the tools to make my ideas come to life! Computers, software, printing methods – all of these resources were open to me. So I gathered my notes and sketches. I went to work in my spare time creating a vision for Rynaga.
In 2007, I released Prelude, a story told through a series of postcard messages from Rynaga. The illustrations in this book were created using just eight geometric shapes. By limiting myself creatively, I focused my efforts on producing a distinct look and feel that would influence future Rynaga creations.
Prelude tells the story of a man named Solan. He's a renowned explorer and full-time wanderer. His travels lead readers into a maze of mysterious happenings. The events in Prelude set the stage for larger plots involving many characters, each with their own role to play in a bigger story.
In the end, Prelude taught me one key creative lesson: get things done. I'm a writer-in-progress. I struggle at it some days. Yet, the best progress I've made is learning that I don't need anyone's permission to begin. To actually do the work and learn by doing. Ideas are good. But if we can't get ideas done, they don't matter too much.
Making the Game
Another form of entertainment for me growing up was gaming. As Rynaga grew in my mind and its places and peoples became more clear to me, another idea struck me. What if we could get to know the characters of this world by playing a game that features their unique skills and abilities? That's how the idea for Iconica – Game of Strategy was born.
In Iconica, players face off against each other with a party of three characters. Each character has its own strengths, weaknesses, and actions. Using their abilities, players attempt to eliminate opposing characters thereby winning the match. Iconica character cards differ from many other card games. The cards are oversized and feature a unique design. They are individuals, each with the potential for greatness. There are no junk cards, duplicate cards, or all-powerful cards.
Once the battle system for Iconica was defined, we could move on to creating new experiences. That's where Iconica Travels comes in. Our first set is called The Hiveland Expedition. In these adventuring sets, players embark on journeys featuring adventure, survival, and epic encounters. New ways to win are introduced giving players different roads to success. In the end, Iconica Travels represents our greatest accomplishment so far with this game series.
Making Iconica is great fun and lots of work. We enjoy support from local players of the game in Phoenix as well as those overseas who enjoy it. Iconica has been going strong for several years now, and we're hoping it's all just the beginning!
Tailoring the Art and Design
Creating fictional worlds involves lots and lots (and lots) of writing. I knew this going in. In the roughly two decades since beginning this project, I've amassed a vast collection of writings. But Rynaga is also full of art and design potential.
There's no super-secret magical approach to the art. I draw and draw and draw. I keep sketchbooks within reach all the time. The art style is geometric, suggestive, and minimal. Rather then show everything, I leave lots to the imagination. I'm inspired by classic artists such as Erte, Charley Harper, Takeo Takai, Jim Flora, Mary Blair, and many others.
From a design perspective, I try to create a balance between positive and negative shapes, color and contrast, form and line weight. I have a saying that I keep by my computer: Form Follows Fiction. A little pun-ish yes, but it reminds me of my process. Everything I do artistically is an opportunity to contribute to story, intrigue, and metaphor.
Thanks for reading about this project. It's a labor of love. As long as I have a beating heart, I'm committed to growing Rynaga stories, art, and game experiences.
To find World of Rynaga related items, visit the Eric Imagines Etsy Shop. Our shop's been open since 2010 and so far we have a five-star rating, which I think means we're doing a pretty good job. We pack all orders by hand and we make all of our creations in small batches.
So that's a bit about this project. Thanks for reading and hey: keep in touch.