The genesis of board game Scythedates back to nearly a decade ago, after game designer Jamey Stegmaier visited Kotaku and encountered the world of 1920+, as depicted in Jakub Różalski’s series of paintings. Now Stegmaier and Różalski have teamed up once more for Expeditions, a stand-alone sequel to the 2016 strategy game that tells the story of an alternate European world that turns north after a long series of wars to explore the wilds of Siberia. While we don’t know a whole lot about how the game will play, one thing remains consistent: Różalski’s powerful imagery, and its ability to evoke wonder and inspire storytelling.
While he’s dabbled in other subject matter, at the core of Różalski’s work is the exploration of pastoral settings seasoned with towering, almost alien weapons of war. It is a world filled with the bright blue glow of electrical plasma, steampunk engineering, and World War I ballistics — but also with young bathers, elderly farmers, and stout women in babushkas. Its contrasts have served as inspiration for Stegmaier of course, but also the video game developers behind Iron Harvest, and even Neill Blomkamp’s own experimental film studio.
In an email interview with Polygon from his home in Poland, Różalski revisits his body of work and reflects on how the world around him has changed so dramatically since his breakout board game hit.
Our exchange has been edited and formatted for readability.
Polygon: I’ve been attracted to your work since I first encountered it. I even have one of your pieces here on the wall of my office, and I treasure it. That being said, while playing Scythe with friends we have always left the table somewhat wistful, always wanting more. The world that you have created in
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