By Brittany Knupper
Board games such as Monopoly, Scrabble, and Dungeons & Dragons have long been regarded as a universal form of entertainment. For generations, they have been used to bring families and friends together, encouraging learning, focus, creativity, and social connection. For adults, they have served as an outlet for stress relief, humor, and shared joy.
Play has always been essential to human connection. Yet an intriguing question remains: can board games be considered fine art? That question has been explored—intentionally and thoughtfully—through the work of Spencer Stander.
From Game Nights to Sculptural Fine Art
Spencer Stander, a former cinematography major and film and television producer, began experimenting with game creation during downtime between projects. A weekly game night was hosted at MacLeod Ale Brewing in Van Nuys, California. Over time, dissatisfaction with mainstream games led to something entirely new.
Original games were designed from the ground up. Concepts, narratives, and rule systems were carefully developed. Physical boards and pieces were constructed by hand. Soon, immersive games capable of hosting up to 24 players were being played—where participation was not only encouraged but essential.
Family involvement became central to the process. One project, titled Catastic, was developed alongside his nine-year-old daughter and inspired by her love of cats. Through this collaboration, play became both personal and artistic.
When Games Were Recognized as Art
Attention from the fine art world soon followed. Abstract painter Steve Lyons, one of the leading contemporary artists in the United States, recognized the sculptural and textural complexity of Stander’s work. It was suggested that these objects existed beyond entertainment—that they were, in fact, works of art.
Under Lyons’ mentorship, the transition from game host to professional artist was encouraged. A new category emerged: sculptural board game art.


Materials, Texture, and Three-Dimensional Storytelling
Stander’s work is defined by mixed media construction and physical depth. Wooden boards are used as foundations. Acrylic paints are layered to build texture and atmosphere. Game pieces are created from found objects, recycled toys, or hand-sculpted clay.
One notable piece, The Charnel, is composed of melted dinosaur toys, GI Joe figures, and plastic relics, forming a towering monster. In contrast, the Quiet Hamlet Houses series features miniature slate homes crafted from stone mined in the Alps to achieve precise texture.
Each piece exists fully in three-dimensional space. As a result, gameplay itself is required to move vertically, horizontally, and spatially—breaking away from traditional flat-board mechanics.
The Demi-plane Series: Fantasy Reimagined
The Demi-plane Series draws inspiration from Dungeons & Dragons and classic video games such as Mortal Kombat. However, a new fantasy archetype was introduced: The Watchers.
These shadow-like figures cannot be defeated or removed. Instead, they act as immovable forces, requiring players to rethink strategy and challenge familiar gaming assumptions.
One chapter, Beneath the Floorboards, subverts gravity entirely. What appears to be a wooden floor is navigated vertically, with protruding sculptural ledges serving as platforms. Movement is redefined, and perception is challenged.

Reach the Beach: Play, Color, and Primal Instinct
In contrast, the Reach the Beach Series offers a brighter, more whimsical environment. Sculpted waves are formed using layered acrylic paint in vibrant blues and teals. Real sand is embedded into the boards to create textured shorelines.
Each chapter functions like a level in a game. Players must remain in the ocean as long as possible without drowning or falling victim to sea creatures. One scenario requires navigation around the Sirens’ call—a nod to ancient myth and storytelling.
Wooden plank paths evoke classic games such as Candy Land and Chutes and Ladders. As Stander has noted, these archetypal games have existed in nearly every civilization. Play, after all, is primal.
Companion paintings often accompany the boards, reinforcing atmosphere and narrative continuity.
Where Art and Play Intersect
Every game created by Spencer Stander exists as a standalone world. Each has its own tone, rules, visual language, and sculptural identity. No two pieces are alike.
In gallery settings—often defined by white walls and controlled lighting—audiences are invited to do more than observe. Interaction is encouraged. Exploration is required. The work is not meant to be consumed passively.
The audience is invited to touch, move, engage, and play.



Exhibitions and Availability
Moreover, Spencer Stander’s sculptural board game art has been exhibited at several special events, including Lincoln Brewing in Burbank, California, as well as in galleries throughout Downtown Los Angeles.
More information and current works can be explored through the artist’s official website.