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Tabletop Game Terrain Interview: Micro Art Studio

Dirk Vandereyken

Bijgewerkt op: 2 dec 2024

Tabletop Game Terrain Interview: Micro Art Studio


Essen Spiel is known for its bustling atmosphere, with most booths quickly becoming hubs of activity. Fortunately, there are always brief moments to engage in meaningful conversations with the brilliant creators behind the incredible products showcased at the world's largest tabletop gaming convention. With an impressive 200,000 visitors and 68,528 square meters of exhibition space, it’s no small feat for a booth at SPIEL to visually stand out – yet Micro Art Studio consistently manages to achieve just that.


Full reviews of their stunning 3D terrain sets will be published later this month, but for now, let’s delve into the fascinating conversation we had with the delightful Łukasz Perzanowski, Micro Art Studio’s sales manager and the creative mind behind the Wolsung miniature battle game. The company’s terrain offerings now primarily cater to games like Infinity (and other sci-fi games), World War II settings, and Warhammer 40,000. With so much to explore, we were eager to pick Łukasz's brain about their latest designs and innovations.





Download the interview in PDF format by clicking on the link above


Dirk Vandereyken (LifeBytes Magazine): Lukasz, great to speak with you today. Let’s start at the beginning. Micro Art Studio has been around for quite a while, but I first encountered your work at a convention. At that time, you hadn’t ventured into pre-painted terrain yet. What inspired the shift to painted 3D terrain?


Lukasz Perzanowski (Micro Art Studio): The idea itself wasn’t new – other companies had been dabbling in pre-painted terrain – but we wanted to improve upon it. We believed it required a unique graphic design approach that complemented miniature battles. Miniature painting often emphasizes exaggerated highlights and intricate details, so we wanted our terrain to reflect that. Instead of using generic, computer-game-style graphics, which can sometimes feel flat, we aimed to create something that truly enhanced the tabletop experience.


That makes perfect sense. Other companies sometimes take shortcuts with pre-painted terrain, resulting in less dynamic details. I’m curious – who designs your terrain pieces and handles the painting?


We handle the core design in-house. Two people lead the laser-cutting and shaping process: Sebastian, the company’s owner, and Jan, another experienced designer. They’ve developed most of our terrain, including the iconic Infinity range. However, our Al Medinat series was outsourced to a local designer, and we were so pleased with his work that we’re considering working with him again in the future.


As for the graphic design on our pre-painted terrain, that’s all done by Michał Warawko. Some readers might remember Michał from his work with Gingermane, a company that produced terrain for Infinity years ago. He’s incredibly talented and now works with us full-time, though remotely. We meet weekly to discuss designs, including our flagship ranges like District 5.


I recall Ginger Mane’s terrain being used in demo books back in the day. It’s great that Michał’s expertise is still contributing to tabletop gaming.


Absolutely. Michał has a knack for blending practicality with aesthetic appeal, which is vital for our products. For instance, when we designed District 5, we focused on achieving that exaggerated highlight style found in miniature painting. Our bestseller remains the Precinct Sigma range, even years after its release.


Speaking of variety, your catalog isn’t limited to sci-fi. You also produce terrain for historical settings, right?


That’s correct. We have a range of 28mm World War II-era buildings inspired by the Normandy region, including both urban and rural designs. We’ve also scaled these down to 15mm for games like Flames of War.


Additionally, we’re the official terrain producers for Bolt Action by Warlord Games. Some of our products are exclusive to them, such as the upcoming Eastern Front Ruins for their Achtung Panzer! expansion.


That’s impressive. Your terrain even appears in miniature games with unique themes, like horror-infused World War II games. It seems incredibly versatile.


Yes, versatility is key. We’re also expanding into other genres, including a grimdark style for games like Warhammer 40K. We’ve designed terrain that meets WTC (World Team Championship) standards for competitive play. This includes modular setups like the Octarius open and enclosed battlefields, which will be followed by additional ranges in the coming years.


One thing I’ve personally appreciated as a gamer is the durability of your terrain. I’m not the most delicate person, so sturdiness matters!


We understand that, and it’s why we use materials like HDF (high-density fiberboard). It’s sturdier than cardboard and easier to assemble. While some ranges, like Al Medinat, have simplified designs for ease of production, others – like our World War II buildings – are more intricate, appealing to scale model enthusiasts.

That’s a smart approach balancing simplicity with detail depending on the audience. What about sci-fi and fantasy terrain? How do you decide which direction to take?


For skirmish games, players generally prefer detailed, immersive terrain. For mass battles, simpler forms are often better to avoid obstructing gameplay. We’re gathering feedback from players, but it seems like our future focus will lean towards skirmish-oriented designs with rich details, particularly for games like Frostgrave.


That aligns with what I’ve seen in the community. Detailed terrain adds so much atmosphere to games, especially in fantasy settings.


It does. While Sebastian, our owner, loves simpler shapes, the demand for detailed terrain is undeniable. We’re aiming to meet that demand.


As someone involved in public relations for various games, I think you’re making the right choice. Gamers love immersive experiences, and your terrain plays a big part in that.


Thank you! We appreciate the feedback and are committed to delivering terrain that enhances the tabletop experience for everyone.


Lastly, for those of us who review games and accessories, what would you recommend as a must-have from your catalog?


I’d suggest starting with the Precinct Sigma range or the Octarius battlefields. Both are excellent examples of our approach to combining functionality with striking aesthetics.


Fantastic. Łukasz, thank you for sharing insights into Micro Art Studio’s work. It’s been a pleasure speaking with you.

The pleasure is mine. Thank you for having me!



Dirk Vandereyken

 

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