Welcome back mercenaries to the second edition of our Developer Diary where we will be taking a deep dive into the visual world of Frosthaven. This time, we’re shining a spotlight on the concept art that has brought the game’s world, characters, and monsters to life.
From initial sketches to the final designs, the concept art has been essential in shaping the atmosphere and the feel of Frosthaven. In this edition, we’ll explore how these early artistic visions evolved into the elements you’ll encounter in the game and how they help build the immersive world that we’re so excited to share with you.
Come on a journey through the artistry behind Frosthaven together with Svetoslav Petrov and Georgi Karadenizov and listen to their amazing stories of how these visuals come together to tell a story.
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Start of the journey with characters[/h2]
Creating the visual concepts for Frosthaven was an exciting journey, and while there were plenty of challenges, a lot of the groundwork had already been laid thanks to the strong, established designs from the original board game. For the most part, translating these concepts into digital form was straightforward, especially when it came to characters and monsters. However, ensuring they fit within the aesthetic of the game world required some careful adjustments.
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The Boneshaper: A Style Adjustment[/h3]
One of the first characters we tackled was the Boneshaper. In the original design, her outfit consisted of all black clothing, which, while striking, didn’t quite mesh with the color palette of Frosthaven. In a world full of vibrant characters and monsters, we needed to adjust her look so she would stand out without clashing with the rest of the cast. A simple yet crucial change, but one that made all the difference in making her visually compelling within the game.

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Other Characters: Refining the Details[/h3]
For many of the other characters, the design process was a bit more straightforward. We took inspiration directly from the original illustrations, with only minor changes to reduce visual clutter. Items like trinkets, satchels, ropes, and bracelets were removed, as they created unnecessary noise on the screen. Additionally, we slightly exaggerated some of their key features—like the Bannerspear’s braid and the Frozen Fist’s massive deer antlers—to make them more noticeable and impactful in the game world.
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Monsters: Staying True to the Originals[/h3]
When it came to the monsters, the approach was similar to that of the characters. Most of the creatures retained their original designs, with the main differences being color adjustments to help them fit into the Frosthaven world that we are building. The real fun came with the elite versions, which had to be more imposing and fearsome. To make them stand out, we gave them golden armor and enhanced features, adding an intimidating presence. Some of the toughest monsters to redesign were the demons, where we struggled the most to balance their terrifying nature with the artistic direction of the game.
There were a few monsters that required more creative decisions. For example, the Piranha Pig, Shriek Fiend, and Black Imp were all tricky in terms of design, and each of them required some creative problem-solving to make sure they looked as menacing as they felt in the game.
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The Algox and Lurkers: Big Challenges in Small Spaces[/h3]
The Algox were another interesting challenge, thanks to their different factions, each with its own color scheme and elite forms. Balancing the variations while keeping the overall design cohesive was no small task. Meanwhile, the Lurkers—massive creatures that occupy a lot of space—were a challenge in their own right. Since they’re so large, we had to carefully ensure that they fit into the hex grid without losing their detail or looking out of place. It took quite a bit of iteration to get the balance just right.

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Exploring the vast world[/h2]
While the character and monster designs were an exciting challenge, the environments of Frosthaven presented a whole new world of creative opportunities. Unlike the characters, where we had a solid foundation to work from, the environments were often based on fragments of text, sketches, and a lot of imagination. Each biome required its own phase of exploration, experimentation, and sketching to bring it to life.

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The Metallic Ruins: Where Mechanics Meet Mysticism[/h3]
One of the most iconic environments for the art team were the Metallic Ruins. These ruins weren’t just about ancient architecture—they had to blend mechanical elements with classic dungeon aesthetics. Think rusty gears and weathered steel mixed with cryptic, stone-carved walls. The challenge was to make these seemingly disparate elements feel like they belonged together. The end result? A perfect balance that set a dark, industrial tone, with a hint of mystery and decay. The ruins quickly became a standout location, setting the bar high for the other biomes.
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Underwater Caves: A Deep Dive into Creativity[/h3]
The Underwater Caves presented their own unique set of challenges. The primary focus here wasn’t the playable area, but rather the environment itself—creating an immersive sense of being submerged beneath the water's surface. The art team meticulously crafted seaweed, other aquatic plants, and various water-themed elements, all placed outside the playable area. These elements weren’t just background decoration; they were designed to evoke a feeling of being underwater, of exploring the deep sea, with subtle but effective touches that bring the whole biome to life.
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The Mountains: Battling on the Bones of Giants[/h3]
The mountain environments also posed some unique challenges. One particularly memorable scenario takes place on the skeleton of a massive, long-dead creature. It’s a setting that blends natural elements with the remains of something much older and much more enormous. The sheer scale of the environment, coupled with the eerie atmosphere of ancient bones, makes this one of the most visually striking locations in the game. It's definitely one of those "cool" moments that we’re excited for players to experience firsthand.
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Other Notable Biomes: Creativity in Every Corner[/h3]
Beyond the more iconic environments, there were a few other biomes that required special artistic thought:
- Radiant Forest: A typical forest biome, but with one key difference—everything here had to have more vibrant, glowing colors than a typical forest. This also had to be reflected in the world map, ensuring that the forest’s unique aesthetic stood out from the rest.
- Derelict Elevator: This scenario is always in motion, revealing new locations while items fall from the ceiling. Creating this dynamic environment presented its own set of challenges, as we had to ensure everything felt alive and constantly shifting.

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Outposts: Building Functionality and Progression[/h3]
In addition to the diverse biomes, the outpost was another key focus of our environmental design. Each building had to serve a clear functional purpose, while also standing out visually from the others. As players progress through the game, some buildings evolve, with up to 9 different levels of progression. This required us to balance aesthetics and functionality, ensuring that each structure felt distinct but still cohesive within the outpost as a whole.

Even though many of these buildings aren’t directly visible in the outpost stage, we paid close attention to both the interior and exterior designs, especially for the menus. Every detail was meticulously crafted to ensure that the world felt immersive, even in the spaces players may not always see.

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Collaborative work[/h2]
Creating the art for Frosthaven was a monumental task, but it wouldn’t have been possible without the close collaboration between the art and game design teams. From designing complex bosses to crafting memorable card artwork, the two teams worked hand in hand to ensure the visuals not only looked stunning but also functioned seamlessly within the gameplay.
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Bosses and NPCs: Crafting Fresh Faces[/h3]
Creating memorable bosses required more than just cool character designs—it involved ensuring the bosses were integrated in a way that showcased their features while keeping the gameplay engaging. While some of the mini-bosses are reskins of regular enemies, there were many that required full creative overhauls, designed from scratch. Some of these mini-bosses include the Vermling Warchief, a fully handcrafted and new boss and the Coral corpse. We will talk about the more main bosses that you will encounter in the world of Frosthaven at a later stage, but we assure you that you will feel their terrifying presence from afar.

The same level of attention went into designing the NPCs in Frosthaven. These characters, whether heroes or quest-givers, needed to have a distinct look that fits into the world while also being functional in terms of gameplay. Collaboration between art and game design was essential in making sure these characters felt like they belonged in the same universe.
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Bringing Frosthaven to Life: The Story Behind the Narrative Illustrations[/h3]
With the vast lore of
Frosthaven penned by Isaac Childres, our artists had no shortage of inspiration when it came to illustrating the game’s many scenarios. From the very beginning, the primary challenge was to determine the right artistic style—one that felt authentic to the world and could possibly exist within it.

After much exploration, our artist Georgi Karadenizov took a visual approach that felt both immersive and grounded: illustrations that appear as if they were sketched in black graphite on aged parchment. This style not only fit seamlessly into the universe of
Frosthaven but also evoked a sense of ancient storytelling passed down through generations.

Given the sheer volume of scenarios in the game, creating a unique illustration for each one was a daunting task. It was made possible through close collaboration with the game designers, who categorized the scenarios and distilled their key narrative elements. This organizational work allowed the art team to group scenarios by story arcs, making the monumental task of illustrating them more manageable.

Georgi also shared that picking a single favorite piece was impossible—each drawing held its own charm and challenge. The entire process, which spanned over a year, was a labor of love and dedication to the world of
Frosthaven.
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The Geminate: A Puzzle of Abstract Design[/h3]
One of the most creatively challenging characters to design was the Geminate. With such an abstract concept—three different forms, each with its own set of masks, hoods, and insects—it was a real team effort to bring this character to life. Without the guidance of the game designers, we wouldn’t have been able to figure out how to differentiate his forms visually in a way that felt cohesive.
Each form had to have a unique color palette, ensuring they felt distinct from one another while still belonging to the same character. This required not only artistic flair but also a deep understanding of the mechanics behind the character. The result? Three visually distinct designs for one character—each one an artistic challenge that ultimately paid off.

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Card Art: Bridging the Gap Between Logic and Visuals[/h3]
Our artist Svetoslav Petrov mentioned that one area where the partnership between art and game design really stood out was in the creation of the card art for the playable characters. In the original board game, there were no illustrations on the cards, so the art team had to rely heavily on the game designers to explain the logic behind each spell and ability.

The challenge was to make sure the artwork on each card was not only visually appealing but also accurately reflected the logic behind the mechanics of the spell or action it represented. This close collaboration made the cards feel more immersive, as players could easily connect the visual representation with the functionality of the spell. It helped bridge the gap between the strategic, logical elements of gameplay and the visual storytelling of the game, creating a smoother experience for players.

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What comes next?[/h2]
We’re excited to share that the team is working with incredible passion and drive to make sure Frosthaven reaches your hands in its best possible form! We’ve been diving deep into the feedback from our closed beta community, and every piece of input is being carefully reviewed. Rest assured, we’re working tirelessly to refine and improve the game, making adjustments to ensure it’s exactly what you’ve been hoping for. A huge thank you to everyone who’s contributed to the beta—you’re helping us make this game the best it can be!
But the journey is far from over. As we continue down the path toward the release of Frosthaven, there are still plenty of milestones ahead. Next month, we’ll be taking a closer look at some of the incredible animation work that’s helping to bring the world of Frosthaven to life. The effort, challenges, and artistry that have gone into making the game feel magical are all coming together, and we can’t wait to share it with you!
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Join the Adventure: Help Shape Frosthaven![/h3]
If you’re eager to get even more involved and help us continue to improve the game, we’re opening up a new opportunity: you can apply to join our Community Council! It’s a great way to actively participate in the development process and make your voice heard as we push Frosthaven toward its final form. For more information on how to apply,
join our discord server.
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Wishlist Now and Join the Frosthaven Community![/h3]
If you’re already hooked on the cold, perilous world of Frosthaven and can’t wait to dive in,
be sure to add Frosthaven to your wishlist! Joining our community will keep you in the loop on all the latest updates, news, and exciting announcements as we continue this journey together.
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FOLLOW FROSTHAVEN’S SOCIAL MEDIA CHANNELS[/h3]