Board game developer  /  Illustrator

Board game developer, from sketch to shelf.

I work remotely with publishers across graphic design, game development, and illustration to turn a game into a finished product.

Game Development
Character Illustration
Attack of the SNACs Abysscuits Folklore
01Attack of the SNACs · published 02Abysscuits · pre-production 03Folklore · in development
Currently Finishing up Folklore illustrations, preparing for print. — 2026

Where I fit into the project.

I'm looking to work with publishers and studios who have games in development that they want to bring to market. I work on a freelance or semi-permanent basis to deliver project milestones and get the game out into the world.

01 /

Game Development

I take a functional prototype through to a finished game. Components that communicate mechanics clearly, match the project's visual identity, and meet manufacturer requirements. I work with the designer and artists to get it there, and I can be that artist too.

02

Illustration & Concept Art

Character, environment, and component art, working inside a project's defined visual style. Concept art for theme exploration and design challenges. Standalone commission or part of a development scope.

03

Graphic Design & Component Design

Functional art for components and print materials, working across design, art, and production disciplines.

Projects in print.

Recent work

Projects completed as part of a team. Select a project to find out more.

Attack of the SNACs
Lead Developer · Graphic Designer · Production

Attack of the SNACs

I led development on Pieland's first game, working with a designer and another artist. A detailed mid-weight game that pulls players in with its art and components, and rewards them with deep rogue-like risk/reward mechanics. Push-your-luck adventure with over 45 dice, introducing players to worker placement, set collection, and engine building.

Studio
Pieland Games
Year
2025
Players
2–4
Audience
Families
View case study →
Abysscuits
Lead Developer · Graphic Designer · Concept Art · Production

Abysscuits

Pieland produces detailed, mechanically rich games. Abysscuits condenses that into an exciting 30–40 minute experience. A bidding, betting, and bluffing game where the tension comes from hiding your strategy and reading your opponents. I led development and took on more responsibility for the final artwork too.

Studio
Pieland Games
Year
TBD
Players
3–5
Audience
Party/filler games
View case study →
Folklore zine
Co-Designer · Illustration · Concept Art

Folklore

A collaborative storytelling game where players share the role of storytellers. Working with the other designer, this came out of a love of TTRPGs. I assisted in the development of the dice system, flow of play, and handled all art and illustration.

Studio
Self-Published
Year
Late 2026
Players
2–6
Audience
TTRPG players
Read the design notes →
Alex Collins

Alex.

I'm an artist as much as I am a designer. I follow my feelings to guide me to design solutions, and lean on process to get it done. I like to work with people who come at this from the other direction. Games are an experience — I care about crafting those experiences. I'm direct in my communication style, because honest conversations are how we stay aligned.

I'd love to hear about your project. Who's the audience? Let's make it a great experience for them.

More about Alex →