For Creatives

Join Our Network

A vetted community of tabletop creatives. Real projects, fair pay, and your name in the credits.

Antidote helps independent designers get real games made, from first-timers to veterans, and every one of those games needs the right people. "The right people" almost never means whoever's cheapest. So we keep a short list of creatives who know tabletop inside and out, and when a project needs what you do, we reach out. No trawling social media to fill your schedule. You bring the craft; we bring the work.

Who we're looking for

Illustration

Covers, interiors, character work: the art that makes someone pick the box up.

Graphic Design

Layout, iconography, cards, boards, rulebooks people can actually read.

Game Design

Systems work, development, playtesting, and the balance passes that make it sing.

Writing & Editing

Worldbuilding, rules text, flavor, and the editing that makes it all land clean.

Cartography

Maps players get lost in. Deliberately.

Something Else?

Sculpting, video, translation, accessibility review. If tabletop needs it, we want to know you.

What the network does for you

The work comes to you

We match projects to your disciplines and reach out when there's a fit. Your schedule stops depending on Facebook groups and luck.

Pay you never chase

Whatever the project, your agreement is with Antidote and so is your check. Your rate doesn't ride on a campaign hitting its goal.

A budget you can see

Rate and scope are on the table before you commit. Small game, honest small rate. Big campaign, bigger one.

Your name on the box

Credit on every project. Games exist because people made them, and we say who.

How it works

  1. Tell us what you do

    Five minutes: your disciplines, a portfolio link, and a little about you.

  2. Start with a paid test brief

    New to us? First contact is usually a small test brief: tightly scoped, quick turnaround, rate attached. It shows us how you read intent, and shows you how we run a project.

  3. Then the real work

    When a game in our pipeline needs what you do, we reach out with a scoped brief and a transparent budget. Take what fits your plate, pass on what doesn't. No hard feelings.

We publish games: products with budgets, deadlines, and players waiting on the other end. We act as the safety net on both sides of the work. Designers get talent they can trust, and you get pay that doesn't depend on how their campaign goes. We keep projects profitable so we can keep making them, and we're honest about what each one can pay: a 200-copy zine and a 5,000-copy campaign are different jobs with different rates, and you'll know the number before you say yes. What you'll never get from us: "exposure," or a budget that appears after the work starts.

Ready when you are

Our best collaborators read a brief twice, ask the sharp questions early, and land the work clean. If that's how you like to operate, you'll fit right in.