The style that gives us away: how we illustrate games at Culture Games

When we open a box of Culture Games, we don't just pull out cards, rules, and components: we pull out a small illustrated universe that breathes history, humor, and personality. Our visual style is so recognizable that you could spot it at a glance at a fair, on a shelf... or even in the midst of a medieval betrayal.

But what exactly is the illustrative style of Culture Games? Why did we choose it? And, most importantly, why do we believe it's one of the keys to our connection with the public?

Let's break it down.

From the very beginning, we knew we wanted illustrations that spoke as we speak: with closeness, with respect for history, but without fear of a good laugh.

Our characters don't have classical proportions or Renaissance realism: they have crooked eyebrows, distorted faces, and looks with more expressiveness than an entire season of a TV show. They are like cartoon characters from a crazy codex, and that's why they connect so well with audiences of all ages.

We didn't want solemnity. We wanted to tell stories of battles, processions, legends, and rituals... without it looking like a history class. We wanted a nun, a troubadour, a brotherhood member, or a traitor to appear, first and foremost, as playable characters.

A narrative style: each card is a vignette

We don't just draw, we also interpret. Each card from "El Santo Encuentro" or "TRAICIÓN – El Último Voto" has a scene, an emotion, a micro-story. There is no filler decoration: everything matters.

The aesthetic is reminiscent of animated series with a strong visual character, like Rick & Morty or The Simpsons, but with medieval nods and hidden historical references. Yes, hidden. Because if you look closely, you might see a recognizable tower in the background, a rooster that isn't there by chance, or a gesture that refers to a real historical scene.

And why does it work?

Because people are drawn in by an image before a date. Because if you see a card and laugh, or say "hey, that's just like in my town!", you've already clicked with the game.

Our style makes heritage seem playable, not untouchable. It brings it closer, turns it into an anecdote, an emotion, a game.

And yes, also merchandise.

What do we aim for when illustrating?

  • For the player to feel immersed in the story.

  • To have humor, but without ridiculing.

  • For heritage not to be frozen, but to move, sing, doubt, or even betray.

  • For art not to be decoration: but a driver of narrative.

What's next?

We continue to work with this style in the expansion of El Santo Encuentro, in new titles that we cannot yet reveal, and in projects where illustration is not an addition, but the gateway.

Because at Culture Games, drawing is also storytelling. And if we tell it with our style... it's hard to forget.

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