105 avsnitt • Längd: 45 min • Månadsvis
Game Design Unboxed features interviews with tabletop game designers on specific games or series of games they have created. Listeners will learn where the initial idea for the game came from, how the game developed over time and where the game is now after being published.
The podcast Game Design Unboxed: Inspiration to Publication is created by Danielle Reynolds. The podcast and the artwork on this page are embedded on this page using the public podcast feed (RSS).
In episode 104 of Game Design Unboxed: Inspiration to Publication we talk with Mads Fløe about their co-design Shake that City. The draw of the game was a device that randomized how to drop out 9 different cubes in a 3x3 grid. These cubes worked to help you decide what tiles you could draft and place into your city. Figuring out how to make the machine out of cardboard and rubber bands made manufacturing so much easier to get the game signed and made. We talk about how he worked in co-designing the game and how you can promote yourself as a freelance designer.
Featuring:
Mads Fløe - Guest
Danielle Reynolds - Host
In episode 103 of Game Design Unboxed: Inspiration to Publication we talk with Nick Bentley on how he redesigned Underdog Game’s Trekking the World and why they decided to call it a second edition versus a new name. Learn what changes were made to make the game both more streamlined and more gamery. How they chose to keep some graphic design choices while changing others. See what your thoughts are on if they decided correctly on the naming choice!
Featuring:
Nick Bentley - Guest
Danielle Reynolds - Host
In episode 102 of Game Design Unboxed: Inspiration to Publication we talk with Mike Danovich about his RPG system created to partner with different events and businesses in the Chicago area including Revolution Brewery. In that partnership he got to design character sheets for the different hops that are featured on their Hero IPA variety packs as well as an RPG that was given out at the ComicCon known as C2E2. Learn how Mike dealt with these quick timelines and designing with these partners in mind!
Featuring:
Mike Danovich - Guest
Danielle Reynolds - Host
In episode 101 of Game Design Unboxed: Inspiration to Publication we talk with Kirsten Lunde about Ovation, a game-school inspired design that originated from her wanting to teach her son about classical music but wasn’t able to find a game themed that way at the time. Since then, she worked to be as inclusive in the creation of the game as she could be as both the designer and publisher. From making sure to include ethnic and gender diversity in the composers you were playing as to hiring the team of artists and graphic designers that worked on the project. She even has a story of playtesting with a color blind playtester in the hope of helping make the game as inclusive as it could be! Listen to all the people that helped her along the way. A rising tide lifts all boats!
Featuring:
Kirsten Lunde - Guest
Danielle Reynolds - Host
In episode 100 of Game Design Unboxed: Inspiration to Publication we celebrate the 100th episode with Phil Walker-Harding talking about 10 years of Sushi Go! From his initial self-imposed design challenge of making a simple set collection game to the concept of “panning for gold” when trying to create a simplistic game. We discuss what we as designers can do to make games more accessible. Also, learning and accepting what kind of designer you are is a great thing. To be a “good designer” doesn’t mean being able to design a 90 minute Euro game. You can create a silly small game and be equally as talented.
Featuring:
Phil Walker-Harding - Guest
Danielle Reynolds - Host
In episode 99 of Game Design Unboxed: Inspiration to Publication we talk with Dan Cassar about his design Arboretum. Dan talks about how you’re building paths of trees while balancing the colors remaining in your hand in order to score. Using the layout of the final path of cards gave the feeling of an arboretum. We talk about themes and how they can add to a design. Plus, the comparisons between his first and second editions of the game.
Featuring:
Dan Cassar - Guest
Danielle Reynolds - Host
In episode 98 of Game Design Unboxed: Inspiration to Publication we talk with Jacob Jaskov about his design Fog of Love. In the game you play as a fictional couple meeting, falling in love and trying to make the relationship work with each player having their own objectives they want to satisfy while playing the game. Jacob designed the game for his partner at the time hoping to get them into games and to create a unique experience for the players. The gameplay in many ways mirrors the ups and downs of his personal life at the time of designing and producing the game.
Featuring:
Jacob Jaskov - Guest
Danielle Reynolds - Host
In episode 97 of Game Design Unboxed: Inspiration to Publication we talk with Jason Lautenschleger and Barry McLaughlin about their design Game Night in a Can. Jason and Barry discuss what it means to be an “inventortainer”. How their in-person game shows turned into their Game Night in a Can product that has now had multiple versions both self published and licensed by Goliath. We also get to hear how well they do at their game Frumpy Bumpers! Experience their game by listening to this episode!
Featuring:
Jason Lautenschleger - Guest
Barry McLaughlin - Guest
Danielle Reynolds - Host
In episode 96 of Game Design Unboxed: Inspiration to Publication we talk with Ellie Dix about her design, A Midsummer Night's Fayre, published by Gamewright. The mechanics were inspired by fairground games. As a kid into adulthood she would gameafy trips and average activities. In her game you play ten mini games. You roll and choose dice while using fairy mischief cards to manipulate the dice to win the game. Her biggest challenge was accepting the loss of the Helter skelter dice tower. They adapted it through development into what you now see on the inside of the box lid.
Featuring:
Ellie Dix - Guest
Danielle Reynolds - Host
In episode 95 of Game Design Unboxed: Inspiration to Publication we talk with Carol Mertz about multi-disciplinary designing. She starts with the concept before deciding on the form (tabletop, video game, robotic couch, etc.). The focus is on the experience then she builds the medium around it. In the case of Exploding Kittens: Good Vs. Evil she took the tension from the famous wine/poison scene in Princess Bride and injected it into the Exploding Kittens card game as well as taking pieces from the television show to make the gameplay more thematic. Learn the differences between a designer and a developer and how working at Exploding Kittens was a great game development exercise in this episode!
Featuring:
Carol Mertz - Guest
Danielle Reynolds - Host
In episode 94 of Game Design Unboxed: Inspiration to Publication we talk with Phil Gross about his design ContraBanter, a Word-Smuggling game where you'll work as a team to sneak secret words into a conversation! Phil talks about his design breakthroughs in the game like making the players work on teams versus fully competitive. And how there seems to be something in the Syracuse water as he’s worked to design around some impressive designers such as Alan Moon.
Featuring:
Phil Gross - Guest
Danielle Reynolds - Host
In episode 93 of Game Design Unboxed: Inspiration to Publication we talk with Julie Chen about her personality type social deduction game inspired by the Myers Briggs test and CLUE. We focus on how learning more about ourselves helped us both in life and in our designing process. She aimed to find a way to help players learn more about the assumptions we make in different situations like "would an introvert or extrovert be more likely to go to a coffee shop?" by building a social deduction game around these choices we’d make depending on the personality types we were given. Learn more about the different types of personalities by playing Emotional Intelligence!
Featuring:
Julie Chen - Guest
Danielle Reynolds - Host
In episode 92 of Game Design Unboxed: Inspiration to Publication we talk with Joseph Brower, one of the designers of Mondrian: Color in Motion. This Ion Award finalist design brought manufacturing challenges when they had to figure out what materials made the cards stop sliding during gameplay. Learn how they created an abstract game inspired by the Dutch painter Piet Mondrian’s art.
Featuring:
Joseph Brower - Guest
Danielle Reynolds - Host
In episode 91 of Game Design Unboxed: Inspiration to Publication we talk with Alex Flagg about Crafty Games’ latest release Buru. Learn how a publisher was able to inject more of the theme into a midweight euro-style game using a TTRPG background and cultural consultants.
Featuring:
Alex Flagg - Guest
Danielle Reynolds - Host
In episode 90 of Game Design Unboxed: Inspiration to Publication Danielle talks with Joel Sparks about his cat based RPG titled Catthulhu. Joel moved away from a D20 system to try and create a more accessible game for players who haven’t played many RPGs by leaning into the story telling more than the math. Players take on the roles of cats in this one shot RPG. Listen to him discuss designing/publishing a book for the first printing of the game then the struggles he went through when he added extra things like dice into the manufacturing of the game in future printings.
Featuring:
Joel Sparks - Guest
Danielle Reynolds - Host
In episode 89 of Game Design Unboxed: Inspiration to Publication we talk with Seppy Yoon about his design Conquest Princess: Fashion is Power. This crisis management game was inspired by Sailor Moon and Star Trek. Seppy took his love for strong women like Wonder Woman and created a game that included characters that were trans, non-binary and female. As a queer/minority/vet owned company he found it very important to feature these playable characters but had to deal with hate groups during his Kickstarter campaign. Learn how he brought this game to life after 9 years of working on it and how he dealt with online trolls in this first episode of the fifth season!
Featuring:
Seppy Yoon - Guest
Danielle Reynolds - Host
In episode 88 of Game Design Unboxed: Inspiration to Publication Amanda Rivera takes over as the host as she helps recap the fourth season with Danielle. They talk about past guests and their games. Speaking about matching mechanics with IPs and how brands can be split between many different publishers. Danielle talks about her upcoming games Caution Signs and Secret Clue: Cuisines as well as her new job title of Project Director of Wacky Wizard Games and how she’s grown as a designer by starting to do inventor relations. Learning to kill off her designs faster by looking at them from that perspective has helped her grow over the past few months. Not to mention she was nominated for the Play Creators Rising Star Award this year!
Featuring:
Danielle Reynolds - Guest
Amanda Rivera - Host
In episode 87 of Game Design Unboxed: Inspiration to Publication we talk with Sen-Foong Lim on his comic book IP game Mind MGMT. A game that grows with the players in strategy as well as difficulty. One player controls Mind MGMT and must scour the city for new recruits. They move around on a secret map, trying to visit locations that match one of their three randomly drawn feature cards. They can also use their four Immortals to protect locations from being exposed. Listen to Sen compare working with a creator’s IP versus a company like Viacom or Warner Brothers. He unboxes how they worked with the comic creator to expand the Mind MGMT world versus slapping the IP on a pre-existing design.
Featuring:
Sen-Foong Lim - Guest
Danielle Reynolds - Host
In episode 86 of Game Design Unboxed: Inspiration to Publication we talk with David Abelson about his Mensa award winning game Gartenbau published by 25th Century Games. Initially the game started as a color theory tile placement game but grew into a three-layer tile stacking game of beautifully arranged flowers that gain prestige using a rondel drafting mechanism. Learn how this design grew in development!
Featuring:
David Abelson - Guest
Danielle Reynolds - Host
In episode 85 of Game Design Unboxed: Inspiration to Publication we talk with Jim Fitzpatrick about his game Mission to Planet Hexx. Inspired by a love of SyFy he designed a hex tile game about exploring space with different abilities triggered by moving your ship around the tiles. He learned through playtesting how to create thematic ties between the flavor text and mechanics of the tiles as well as how to refine his design.
Featuring:
Jim Fitzpatrick - Guest
Danielle Reynolds - Host
In episode 84 of Game Design Unboxed: Inspiration to Publication we talk with Glenn Cotter about his design Mischief, formerly Fickle. Learn how he got the game signed and printed first with Bard Games. Then what happened when he received the rights back and got the game re-signed with Smirk & Dagger as Mischief. Listen as he talks through the design changes made in between printings. How the initial bones of the game stayed the same while player count, fairy cards, illustrations and other pieces were tweaked through development.
Featuring:
Glenn Cotter - Guest
Danielle Reynolds - Host
In episode 83 of Game Design Unboxed: Inspiration to Publication we talk with Doug Levandowski and Yeonsoo Julian Kim about their co-design Home. Home is an RPG that focuses more on storytelling than dice rolling thanks to Tarot cards that help every player take turns as the “Director” of their scary story. With different modules in the RPG no game will be the same. The game started as Doug's attempt to make a game about his childhood home but with Julie’s help the game grew into what it is today.
Featuring:
Doug Levandowski - Guest
Yeonsoo Julian Kim - Guest
Danielle Reynolds - Host
In episode 82 of Game Design Unboxed: Inspiration to Publication we talk with Fertessa Allyse and Mondo Davis about their party game Mansplaining. Learn not only what the term “mansplaining” means but also, learn how they designed a game made not to offend but allow players to feel what it is to have someone over-explain a subject in a humorous way. Learn how they dealt with assumptions made due to the title of the game and how they marketed to help with that problem.
Featuring:
Fertessa Allyse - Guest
Mondo Davis - Guest
Danielle Reynolds - Host
In episode 81 of Game Design Unboxed: Inspiration to Publication we talk with Whitney Loraine the designer of Skybound’s Pirate Tails game. Her inspiration came from the push-you-luck set collection mechanics of Biblios. She took what she liked most from that game and created her own game. Listen to her start as a new designer. How going to a convention allowed her to network and meet publishers nice enough to introduce her to Skybound where she now has two signed games!
Featuring:
Whitney Loraine - Guest
Danielle Reynolds - Host
In episode 80 of Game Design Unboxed: Inspiration to Publication we talk with George Li about his game Misconceptions. His publishing company Rabble was approached by Bud Light Seltzer to create Misconceptions, a game based on debunking other common, but wrong, beliefs. Learn how they worked with Bud Light’s marketing team to design and publish a game in record time using a non-gaming manufacturer in the United States in order to meet the deadlines set by Bud Light.
Featuring:
George Li - Guest
Danielle Reynolds - Host
In episode 79 of Game Design Unboxed: Inspiration to Publication we talk with Jeremy Posner and Ken Gruhl about their co-design Mantis published by Exploding Kittens. They talk about how they found each other as co-designers and the many games that have spawned from the partnership. How a failed design of Ken’s inspired Jeremy to adapt the idea into what became Mantis. Listen to how this design team took an old idea and gave it life in a new form! Plus, how they adapted the game into a kid’s version called Best Worst Ice Cream for Exploding Kittens’ new line of Kitten Games.
Featuring:
Jeremy Posner - Guest
Ken Gruhl - Guest
Danielle Reynolds - Host
In episode 78 of Game Design Unboxed: Inspiration to Publication we talk with Josh, Jory and Rowan Cappel about their co-design Diced Veggies published by KTBG. This design started as a father/son activity that quickly added a niece/cousin to the mix. Starting from a catchy name they quickly created a dice drafting cooking game with a fun chopping component and thematically linked recipe cards. Thought was put into what veggies the dice would represent as well as finding recipes that had those vegetables diced in order to make it! If you’re looking to work with kids on a design then check out this episode!
Featuring:
Josh Cappe - Guest
Jory Cappel - Guest
Rowan Cappel - Guest
Danielle Reynolds - Host
In episode 77 of Game Design Unboxed: Inspiration to Publication we talk with Jonathan Chaffer, the mastermind behind the 18-card escape room game line Holiday Hijinks published by Grand Gamers Guild. Jonathan discusses how his holiday gift idea has now turned into a line of creatively crafted escape room games that only requires internet and 18 cards. Listen to how he crafts an answer list of words then works backwards to create the puzzles in each of his games. He even illustrates the cards and codes for the electronic parts of this escape room! Learn how to build an escape room game with tight restraints thanks to Jonathan!
Featuring:
Jonathan Chaffer - Guest
Danielle Reynolds - Host
In episode 76 of Game Design Unboxed: Inspiration to Publication we talk with Jeff Horger about the second edition of Dark Domains! Learn what changes to the rulebook, components and gameplay occurred in the second printing. Listen to where the proposed initial design to make a game that included “skulls and tarot cards” came from. And how a multiple year RPG campaign helped build the lore of the game and characters.
Featuring:
Jeff Horger - Guest
Danielle Reynolds - Host
In episode 76 of Game Design Unboxed: Inspiration to Publication we talk with Elizabeth Hargrave about all things birds with her game Wingspan! What started as a game suggestion from her husband turned into a game that has inspired so many women and nature enthusiasts to enter the industry! Hear about how her game evolved through signing it with Stonemaier Games and their development process. Listen as she talks through the different expansions and what issues came up when translating the game over to different languages. Also, get advice on how to design a nature themed game!
Featuring:
Elizabeth Hargrave - Guest
Danielle Reynolds - Host
Launch Tabletop is offering 20% off your first order by going to launchtabletop.com and using the promo code GDU20 when checking out. This special discount is valid through 2023.
In episode 74 of Game Design Unboxed: Inspiration to Publication we talk with Grant Lyon about his party game co-design Curmudgeon. The game lets players come up with their own witty disses and comebacks to hilarious prompts. Grant talks about how his background in comedy and writing has helped him not only design party games but get hired to write card prompts for games like Verses, Would You Rather and Ghosted.
Featuring:
Grant Lyon - Guest
Danielle Reynolds - Host
And please vote Danielle Reynolds for the TAGIE Rising Star Innovator award at https://peopleofplay.com/toy-game-innovation-awards/2023. Voting is open until October 20th!
Launch Tabletop is offering 20% off your first order by going to launchtabletop.com and using the promo code GDU20 when checking out. This special discount is valid through 2023.
In episode 73 of Game Design Unboxed: Inspiration to Publication we talk with M & Corinne Yeager on their 18-card game Exploring Galapagos published by Button Shy. Listen to them discuss their initial inspiration from the game SET and how issues came up in the initial printing of the game and how they were able to fix it with only the use of the rulebook! Enjoy this episode all about designing with constraints.
And please vote Danielle Reynolds for the TAGIE Rising Star Innovator award at https://peopleofplay.com/toy-game-innovation-awards/2023. Voting is open until October 20th!
Launch Tabletop is offering 20% off your first order by going to launchtabletop.com and using the promo code GDU20 when checking out. This special discount is valid through 2023.
Featuring:
M Yeager - Guest
Corinne Yeager - Guest
Danielle Reynolds - Host
In episode 72 of Game Design Unboxed: Inspiration to Publication we talk with Sean Fletcher the designer behind Disney Sorcerer’s Arena: Epic Alliances as well as so many other IP based games. He talks about how he took his love of Magic the Gathering and applied it to creating this Disney Battle game. From turning classic Disney characters into different archetypes to balancing their deck abilities and powers while keeping them thematic. Hear about how he turned one of the world’s favorite IPs into a board game.
Featuring:
Sean Fletcher - Guest
Danielle Reynolds - Host
In episode 71 of Game Design Unboxed: Inspiration to Publication we talk with sisters Alice and Jessica Hong of FamBam Games about their co-design Not So Neighborly. A light-weight card game of building and destroying a neighborhood. This project started with a need to have another game while stuck in their Covid bubble that turned into a family run company. Learn about things like UNPUB, the Horizon Fellowship and other things that helped them jump head first into this industry!
Featuring:
Alice Hong - Guest
Jessica Hong - Guest
Danielle Reynolds - Host
In episode 70 of Game Design Unboxed: Inspiration to Publication we talk with David Diaz about his game Fossilis published by KTBG (Kids Table Board Games). The game was initially designed with his son in mind mixed with a personal love of dinosaurs. It quickly developed into a 3-D tile pushing archeology game with set-collecting different dinos and bones. The game started as a lighter kids game then once signed, it was developed into the game you see today at conventions!
Featuring:
David Diaz - Guest
Danielle Reynolds - Host
In episode 69 of Game Design Unboxed: Inspiration to Publication we talk with Mike Belsole and Grace Kendall about their co-design Smug Owls published by Runaway Games. What started as a game made for a convention Christmas gift exchange turned into an owl themed game about generating riddles for players to solve. The last player to think of an answer will become the smug owl and judge the round’s answers. Listen to us play a round of the game! Also, hear about what you can add to your contract to make sure you get paid if a publisher gives you the rights to your game back!
Featuring:
Mike Belsole - Guest
Grace Kendall - Guest
Danielle Reynolds - Host
In episode 68 of Game Design Unboxed: Inspiration to Publication we talk with Corey Andalora and Donnie Coleman about their asymmetric space themed co-op game Mission Control: Critical Orbit. What started as a game design challenge inspired by the initial parts of COVID grew into this unique real-time puzzle game you can play with your friends. Listen to how they decided what puzzles to make and how the publishers have marketed the game at Cons.
Featuring:
Corey Andalora - Guest
Donnie Coleman - Guest
Danielle Reynolds - Host
In episode 67 of Game Design Unboxed: Inspiration to Publication we kick off season 4 with Julie Ahern the designer of BarBEARian Battlegrounds: Tales of BarBEARia. The reason she chose this design in particular is because it was a sequel to a game designed by Walter Barber and Ian VanNest. These designers were tasked with creating a sequel to the game but weren’t able to make it happen so Julie had to approach the sensitive subject of her working on the game and receiving design credits for it. Learn from her how to approach subjects like credits in a game and working off another designer’s original IP in this episode.
Featuring:
Julie Ahern - Guest
Danielle Reynolds - Host
In episode 66 of Game Design Unboxed: Inspiration to Publication we recap the third season with guest host Beneeta Kaur. We talk about some fun games from the past season, heartfelt inspirations, interesting systems designed for RPGs and catch up on what’s been going on with Danielle’s career in the gaming industry outside the podcast. We also discuss what’s coming up for season 4 airing on Tuesday, July 11th!
Featuring:
Danielle Reynolds - Guest
Beneeta Kaur - Host
In episode 65 of Game Design Unboxed: Inspiration to Publication we talk with Pophouse Collective's Josh Kemper and Robert Smith about their getting to know you party game It's Kind of a Fun Story. They talk about how the game was inspired by a Halloween Party game night with salaciously probing questions that they wanted to turn into an experience you could find in a brightly colored box. Through playtesting they moved to make the questions more mass market friendly while keeping to an adult audience. They also worked to create scoring mechanisms as well as different ways to interact with questions beyond just telling a story. Hear about their success as a first time publisher making their way to Target and about their Pride tour in the Month of June to celebrate being a Queer run company!
Featuring:
Josh Kemper - Guest
Robert Smith - Guest
Danielle Reynolds - Host
In episode 64 of Game Design Unboxed: Inspiration to Publication we talk with Taylor Shuss about his asymmetric deck building game Stonewall Uprising inspired by LGBTQ+ History. The mechanics of the game came quickly to him. It was researching events and figureheads from our past that was more difficult. He found it a fun challenge to create a game where people are not only learning but have a visceral feeling from playing the role of “the Man”. Learn about this historically important game as we enter Pride Month!
Featuring:
Taylor Shuss - Guest
Danielle Reynolds - Host
In episode 63 of Game Design Unboxed: Inspiration to Publication we talk with two Magic: The Gathering Hall of Famers Robert Dougherty and Darwin Kastle, the designers of Star Realms. They speak about how their love of trading card games and wanting to help Darwin find a job brought the deckbuilder known as Star Realms into reality. Their development process was fueled by wanting to beat each other until they balanced out the cards. Thanks to a friend they created an app for the game that has increased the game’s fan base over the years. Plus, they talk about their approach to expansions and spin-offs. Check out the special announcement at the end of the episode that you don’t want to miss!
Featuring:
Robert Dougherty - Guest
Darwin Kastle - Guest
Danielle Reynolds - Host
In episode 62 of Game Design Unboxed: Inspiration to Publication we talk with Sarah Shipp the designer of Deadly Dowagers. This game started with a theme of generations of people trying to improve their positions in life that quickly became a theme about you playing as a middle-class Victorian woman who would kill to be a duchess. In Sarah’s card-drafting game you will marry, collect money, and murder to improve your status in life. The game beyond being very thematic also includes fun easter eggs! Listen to how Sarah’s first design changed through the development process.
Featuring:
Sarah Shipp - Guest
Danielle Reynolds - Host
In episode 61 of Game Design Unboxed: Inspiration to Publication we talk with Chris Chung the designer of Lanterns: The Harvest Festival. What started out as a game jam design quickly became an evergreen game. With its simplistic rules, unique theme and beautiful artwork. Plus, a fun easter egg that Chris’s grandma was excited to spot in the artwork. Listen to how Chris grew as a designer and turned a nature themed game into Lanterns.
Featuring:
Chris Chung - Guest
Danielle Reynolds - Host
In episode 60 of Game Design Unboxed: Inspiration to Publication we talk with Joe Barron from Gray Matters Games about how he teamed up with graphic design students at the College of DuPage to create a word game during the Wordle craze. Through playtesting they not only improved the graphics of the game but realized that their electronic timer could be improved to help the hearing impaired by adding flashing lights. Check out this fun spelling game with a Scattergories twist!
Featuring:
Joe Barron - Guest
Danielle Reynolds - Host
In episode 59 of Game Design Unboxed: Inspiration to Publication we talk with Ben Goldman the designer of Paint the Roses published by Northstar Games. He talks about designing co-op games and how adding the Alice and Wonderland theme to a previous quilting theme added to the design of the game. From the stacking of roses to grow the Queen’s height and speed to adding the white rabbit to help people understand how the Queen’s movement works. There were a lot of minor changes to the design to make this a challenging, yet fun co-op puzzle game with a nice rubber band effect. And for those of you who want some tips on how to beat this game check out this blog.
Featuring:
Ben Goldman - Guest
Danielle Reynolds - Host
In episode 58 of Game Design Unboxed: Inspiration to Publication we talk with Scott Brady the designer of Hues and Cues published by the Op Games. Scott was able to use his connections as a reviewer to get in touch with publishers once his color swatch themed party game was ready to pitch. The game was inspired by his printing background that only got better through playtesting. Hear him talk about his unique scoring mechanic and how the game actually works for color blind folks in this episode.
Featuring:
Scott Brady - Guest
Danielle Reynolds - Host
In episode 57 of Game Design Unboxed: Inspiration to Publication we talk with Chris O'Neill about both his game Mazes and the RPG system he designed for the game called Polymorph. Chris spent years creating a new system based around each player playing as a specific single die. Each character will come with a die and an amount of stars. In the system stars allow players to forgo rolling to achieve what they want to do. The system was heavily inspired by the old days of D&D where most things were possible as long as it made sense. Chris worked to create a very accessible system that could be adapted into any storyline. He also talks about how 9th Level Games licensing the system works so other creatives can choose to expand on the RPGs 9th Level Games has already published.
Featuring:
Chris O'Neill - Guest
Danielle Reynolds - Host
In episode 56 of Game Design Unboxed: Inspiration to Publication we talk with Heather O'Neill about her first solo design Meeple Party. What started out as a logic puzzle for your brain quickly got themed around hosting a party with your fellow roommates. Meeples were given colors and stereotypes that tied into how they moved other party-goers around the modular board. In order to win you had to set up different scenarios and take pictures while avoiding adding stress to you and your roommates. As Heather’s first co-op game she learned a lot about coming up with a win condition that worked and a way to scale the difficulty of the game. Also, how adding the right art and humor added an extra level to the game’s design.
Featuring:
Heather O'Neill - Guest
Danielle Reynolds - Host
In episode 55 of Game Design Unboxed: Inspiration to Publication we talk with Ami Baio about her first co-design Lost for Words that she worked on with her son. The initial inspiration for the game came from her love of languages and how different words carry different meanings that can invoke memories that are worth sharing. Learn some new words as well as the feelings that can be expressed through this unique party game.
Featuring:
Ami Baio - Guest
Danielle Reynolds - Host
Episode 54: Relics of Rajavihara
In episode 54 of Game Design Unboxed: Inspiration to Publication we talk with Joe Slack about his solo puzzle game Relics of Rajavihara. Starting from an enjoyment of puzzle video games of moving blocks Joe worked to create his almost legacy game themed in an Indiana Jones like world that was suggested by the Solo Board Game Facebook Groups. Joe learned through self-publishing how to develop the game to its best state with cutting down on components and thinking outside the box.
Featuring:
Joe Slack - Guest
Danielle Reynolds - Host
In episode 53 of Game Design Unboxed: Inspiration to Publication we talk with Michael Guigliano about Batman: The Animated Series – Gotham City Under Siege. We speak about how he got into the gaming hobby through playing Twilight Imperium then met the designer Richard Launius who’d become his co-designer on the Batman game. The design started as a way to help kids learn simple math equations playing as the Avengers attempting to stop Ultron bots that warped into signing the game with IDW and adjusting all the characters to the Batman Universe.
Featuring:
Michael Guigliano - Guest
Danielle Reynolds - Host
In episode 52 of Game Design Unboxed: Inspiration to Publication we talk with Ashwin Kamath and Clarence Simpson about their game The Wolves, published by Pandasuarous Games. These designers met through the Tabletop Mentorship Program and created this game design in a matter of months during the worst of the pandemic. Utilizing online playtests they were able to iterate quickly even while living in different parts of the United States. Thanks to their unique action selection mechanic of double-sided tiles this game allows players to control and grow packs of wolves! Flip to certain terrains to move, populate and howl with your pack! Check out this unique area control game.
Featuring:
Ashwin Kamath & Clarence Simpson - Guest
Danielle Reynolds - Host
In episode 51 of Game Design Unboxed: Inspiration to Publication we talk with Marge Rosen about her card game Pirate Party: Women of the High Seas. A card game loosely based on the mechanics of Rummy that took on it’s own character by theming it after historical women pirates! The game offers different gameplays, historical facts in the rulebook and diverse artwork. Plus, if you collect all three mermaids you can sing your siren song into victory!
Featuring:
Marge Rosen - Guest
Danielle Reynolds - Host
In episode 50 of Game Design Unboxed: Inspiration to Publication we talk with Daniel Newman about his co-published game London Necropolis Railway. He talks about how a Wikipedia link on a historic event in London inspired this morbidly themed game. Also, how he and his company New Mill Industries work to take interestingly themed games that might have a hard time finding a home and turning them into a reality. Even if it’s an in-house operation with less then a thousand copies of the game. Check out his unique perspectives as a designer and publisher working with other designers in my 50th episode of Game Design Unboxed!
Featuring:
Daniel Newman - Guest
Danielle Reynolds - Host
In episode 49 of Game Design Unboxed: Inspiration to Publication we talk with Roberta Taylor about her game Creature Comforts published by KTGB. This game was initially inspired by the changing of the seasons in Canada. The worker placement with the interesting dice mechanics came shortly after. Roberta talks about her design process, having Helaina Cappel look at her design then sign it after the Gathering of Friends. From the cute woodland creatures to the concept of cozy game design described in video games she was playing, Roberta designed a game that sold out immediately after it was delivered to backers. Both a good and bad problem to have!
Featuring:
Roberta Taylor - Guest
Danielle Reynolds - Host
In episode 48 of Game Design Unboxed: Inspiration to Publication we talk with Molly Zeff a co-owner of Flying Leap Games and co-designer of Million Dollar Doodle, a semi-collaborative entrepreneurship-themed drawing party game. She took an idea her friends thought up at a restaurant and enhanced the idea by adding additional elements and playtesting. Listen to what she learned about marketing her games and designing party games on this episode.
Featuring:
Molly Zeff - Guest
Danielle Reynolds - Host
In episode 47 of Game Design Unboxed: Inspiration to Publication we talk with Michael Pittre on his co-design game “On the Rocks”. He talks about starting a company around this initial design. How he sourced such premium components and worked through the initial Kickstarter Campaign not going their way. Plus, them deciding to create custom cards for their second campaign!
Featuring:
Michael Pittre - Guest
Danielle Reynolds - Host
In episode 46 of Game Design Unboxed: Inspiration to Publication we talk with Steve Resk about his game Supershow. A design that started out as a fix to the TOPs trading card game, it was later turned into a pro-wrestling game. He started by making the first printing out of a local non-game manufacturing company and placing it inside of Chinese food containers to sell at a convention. Now he has a company with multiple employees and a line of different pro-wresting decks. Steve talks about innovating in his own way and finding alternate forms of earning money like creating custom cards for fans. Check out this unique path into game designing a sports themed game!
Featuring:
Steve Resk - Guest
Danielle Reynolds - Host
In episode 45 of Game Design Unboxed: Inspiration to Publication we talk with James Hewitt & Sophie Williams about their co-design Hellboy: The Board Game published by Manic Games. This co-op Dark Horse comic book inspired game is filled with minis used to explore ever evolving case based maps. Players are investigating cases while fighting their famous foes playing as BPRD members, such as Hellboy, Abe Sapien, and Roger the Homunculus. In this episode the designers discuss how they really captured the feeling of Mike Mignola's world famous comic series. Also, how building in “hooks and levers” into the base game made future expansions possible as well as adding a ton of replayability. They even discuss the “tea-party problem'' where they realized the game shouldn’t be more than a 4-player experience because the co-op nature would suffer. This is a great first episode to kick off the third season of Game Design Unboxed!
Featuring:
James Hewitt & Sophie Williams - Guest
Danielle Reynolds - Host
In episode 44 of Game Design Unboxed: Inspiration to Publication we recap the second season with guest host and game enthusiast Natasha “Nat” Iris. Nat interviews Danielle to get her thoughts on the season’s highlights and lessons learned. From designing games based on components to feeling to culture we learned there are many ways to design a game. Plus, take a look at what Danielle has been doing in the industry from job transitions to volunteering for non-profits she cares about. Also, get a sneak peek of season 3!
Featuring:
Danielle Reynolds - Guest
Natasha “Nat” Iris - Host
In episode 43 of Game Design Unboxed: Inspiration to Publication we talk with Chrissy Fagerholt, one of the designers of FRIEND or FAUX and founder of EAP Toy & Games. Chrissy and her friends took the experience and fun of a girl’s night and created a questions game. They designed levels of questions from tame to spicy in order to help players learn about each other as they grow more comfortable playing the game. The game was funded on Kickstarter then was picked up by Goliath thanks to a Speed Pitching Event at People of Play (POP) formerly Chicago Toy & Games Fair. Learn how Chrissy learned on the go to become an inventor on the Mass Market side of the industry.
Featuring:
Chrissy Fagerholt - Guest
Danielle Reynolds - Host
In episode 42 of Game Design Unboxed: Inspiration to Publication we talk with Sydney Engelstein, one of the designers to take on the challenge of continuing on the Aeon’s End game line! Listen to Sydney discuss the original game, her involvement with the past and current expansions as well as her favorite one she’s worked on, Legacy of Gravehold! We talk about dreams inspiring pieces of the games as well as what made the Aeon’s End games stand out as a deck builder against its competition. Learn how to take over a game line from the original designer and make compatible expansions to a cooperative deck building game!
Featuring:
Sydney Engelstein - Guest
Danielle Reynolds - Host
In episode 41 of Game Design Unboxed: Inspiration to Publication we talk with Banana Chan a designer on the culturally inspired game Jiangshi: Blood in the Banquet Hall. Listen to learn more about how a culture can inspire different design choices from how dice work in the system to adding spirit paper as a component. This game aimed to capture the immigrant experience of the time with a horror twist. Listen to how Banana works to balance out her character's motivations and dreams for the game. As you play, these dreams become covered up as players transition from a family to Jiangshi (hopping vampires). This episode is packed full of storytelling/RPG advice as well as what it means to design a game with representation in mind.
Featuring:
Banana Chan - Guest
Danielle Reynolds - Host
In episode 40 of Game Design Unboxed: Inspiration to Publication we talk with Jeff Chin and Andrew Nerger about their game Canvas which was a component first design. Inspired by translucent cards Jeff and Andrew worked to get creative prototyping this beautiful entry-level game that is now being distributed globally. Even the game box being designed to look like a hanging painting was considered when manufacturing this game. Learn tips on prototyping unique components, finding artists on Reddit and resources on how to run a Kickstarter from the co-founders of Road to Infamy Games.
Check out their current Kickstarter for Globetrotting at https://www.kickstarter.com/projects/roadtoinfamy/globetrotting?ref=profile_saved_projects_live
Featuring:
Jeff Chin - Guest
Andrew Nerger - Guest
Danielle Reynolds - Host
In episode 39 of Game Design Unboxed: Inspiration to Publication we talk with Chris Rio the designer of Cheer Up! published by Cheer Up Games. He talks about designing a creative way to make a word game that removes the flaws of the games he saw already on the shelf. Also, how he’s made his branding pop out compared to its competitors. He touches on culling the words on the cards as times change as well as avoiding pop culture references to avoid aging the game.
Featuring:
Chris Rio - Guest
Danielle Reynolds - Host
In episode 38 of Game Design Unboxed: Inspiration to Publication we talk with Josh Kaplan a youtube reviewer and abstract game designer. Josh discusses having a game in print and selling out in a month and what happens to your game when a publisher’s company hits hard times. Plus, tips on how to pitch to publishers you already have a relationship with on the media-side of the industry.
Featuring:
Josh Kaplan - Guest
Danielle Reynolds - Host
In episode 37 of Game Design Unboxed: Inspiration to Publication we talk with Christopher Ryan Chan, one of the co-designers and the illustrator of the Night Cage published by Smirk & Dagger Games. We discuss creating a narrative when designing a horror themed board game using mechanics and art to create a feel that adds to the gameplay. Also, knowing who your demographic is can help shape your game design.
Featuring:
Christopher Ryan Chan - Guest
Danielle Reynolds - Host
In episode 36 of Game Design Unboxed: Inspiration to Publication we talk with Randy Flynn about his design Cascadia published by Flatout Games. This tile-laying puzzle game of building habitats and expanding your wildlife has become so popular that it has been printed in various languages. Randy talks about his experience developing the game with Flatout’s Collab program and growing as a designer through it.
Featuring:
Randy Flynn - Guest
Danielle Reynolds - Host
In episode 35 of Game Design Unboxed: Inspiration to Publication we talk with Mary Flanagan about her co-design Phantom Ink published by her company Resynom Games. She speaks about her experience starting on the video game side during the “.com boom” in the early 90s to transitioning to tabletop games. Mary is an artist, designer, business owner and so many more things. She designs based on feel which compliments her co-designer who focuses on the mechanics first to build fun games like Phantom Ink and others. She also talks about her experience being a woman in a male dominated industry and how she intentionally hires female artists and others in order to add more diversity to her games and the industry as a whole.
Featuring:
Mary Flanagan - Guest
Danielle Reynolds - Host
In episode 34 of Game Design Unboxed: Inspiration to Publication we talk with Amelie Le-Roche a co-designer and artist of Synchronized published by her company Zerua Games. Amelie talks about how they took a suggested theme and turned it into a game. How the “fun” was there from the initial playtest which motivated them to continue working on the game and using Kickstarter to make it a reality. Learn about this uniquely themed memory game and how to get the most out of your box design!
Featuring:
Amelie Le-Roche - Guest
Danielle Reynolds - Host
In episode 33 of Game Design Unboxed: Inspiration to Publication we talk with Emerson Matsuuchi the designer of Century: Spice Road, Century: Eastern Wonders, Century: A New World and the Golem Editions published by Plan B Games. Emerson talks about one lighting in a bottle game Century: Spice Road, plus designing two follow up games that were both standalones as well as could be combined into a heavier weighted game. This design challenge was something that was both difficult and rewarding for him. See how he introduced new players to popular mechanics in his Century games.
Featuring:
Emerson Matsuuchi - Guest
Danielle Reynolds - Host
In episode 32 of Game Design Unboxed: Inspiration to Publication we talk with Ryan Courtney the designer of Pipeline published by Capstone Games. Ryan created an amazing business simulation about the refinement of oil and how it has been a part of the government-controlled energy sector. He talks about making his design incredibly thematic but needing to refine the design to get the time and difficulty down to make it into the product you can currently purchase. Also, how it took many no’s from the publisher before they decided to sign Pipeline. This game went through a lot of changes to become the success that it is now so check it out!
Featuring:
Ryan Courtney - Guest
Danielle Reynolds - Host
In episode 31 of Game Design Unboxed: Inspiration to Publication we talk with Move38's Founder & CEO Jon Bobrow about the Blinks System. His system was created as a mash-up between a toy, video game and board game using electronic hexagon tiles that each hold a single game. Each tile will train the others in the system to learn that specific game. Jon has worked with outside designers and his internal team over the past 2+ years to create tons of fun games that can be played using this system. Their most recent Blinks Party Pack will be on Kickstarter starting February 22nd as well as another print run of their initial system. Go to https://www.kickstarter.com/projects/move38/blinks-party-games/ to back their Kickstarter!
If you’re interested in designing your own game for the Blinks system, consider coming to a Game Jam hosted by Move38 in partnership with Tabletop Gaymers on Saturday, March 12 from noon to 6pm in Long Island City, NY. Or purchase a development kit on their website!
Featuring:
Jon Bobrow - Guest
Danielle Reynolds - Host
In episode 30 of Game Design Unboxed: Inspiration to Publication we talk with Conor McGoey, the founder of Inside Up Games as well as the designer behind Summit, Vault Assault, Gorus Maximus, and more! Summit was not only his first published game but it had a competitive, cooperative and solo mode attached to it. Learn how he turned the success of this game into a company.
Featuring:
Conor McGoey - Guest
Danielle Reynolds - Host
In episode 29 of Game Design Unboxed: Inspiration to Publication we talk with Graham Gentz, a writer and designer on "Savage Sisters." He also performs with 9th Level Games as "Fomo" the kobold puppet. Savage Sisters was designed by Adriel Wilson and uses the Polymorph RPG system designed by Chris O'Neill. Learn more about the Polymorph system and what makes Savage Sisters unique in the RPG world!
Featuring:
Graham Gentz - Guest
Danielle Reynolds - Host
In episode 28 of Game Design Unboxed: Inspiration to Publication we talk with Austin Foss (Pops) and Jenna Radtke (Bejou) otherwise known as part of the Pops & Bejou team and the designers of CULTivate. Pops & Bejou started as a friendship formed in college that turned into a publisher at the beginning of COVID-19. CULTivate was the first of the games this company is looking to put out as a gateway game with great art and an interesting theme. Learn about their marketing plan of contacting smaller instagram accounts, sending playtest kits over the pandemic and how waiting made their Kickstarter better. Plus, enjoy the puns and humor hidden in this puzzle, pattern-building, take-that game!
Featuring:
Austin Foss (Pops) - Guest
Jenna Radtke (Bejou) - Guest
Danielle Reynolds - Host
In episode 27 of Game Design Unboxed: Inspiration to Publication we talk with Gwen Ruelle, one of the designers of Fire Tower and co-owner of Runaway Parade Games. Gwen talks about taking her love of cooperative game elements and using it to make a fire tower burning game of winds changing and friends working to outlast each other. She speaks about the inspirations for various expansions including fire hawks that use burning branches to scare their prey into traps. From making the decision to self-publish, to signing their first external designer’s game hear about the journey of Runaway Parade Games and their original hit Fire Tower!
Featuring:
Gwen Ruelle - Guest
Danielle Reynolds - Host
In episode 26 of Game Design Unboxed: Inspiration to Publication we talk with Glenn Drover, owner of Forbidden Games and designer of Raccoon Tycoon. A game that has players buying and selling goods from a marketplace, doing quick actions, and set collecting adorable animals and their railroads. Glenn was inspired by Catan and Monopoly wanting to create a gateway game that could eventually make its way from Kickstarter to Target shelves and he did! Listen to Glen’s years of industry experience in both tabletop games and videogames in this episode!
Featuring:
Glenn Drover - Guest
Danielle Reynolds - Host
In episode 25 of Game Design Unboxed: Inspiration to Publication we talk with Danielle Deley and Nathan Thornton about their game Medium, an improv-inspired party game that helps players sync minds and search for words that link together to score points. It’s a game that’s as fun to lose as it is to win. Listen to Danielle and Nathan’s interesting marketing idea and how playing games at work turned these two into game designers.
Featuring:
Danielle Deley - Guest
Nathan Thornton - Guest
Danielle Reynolds - Host
Episode 24: Sleeping Gods
In episode 24 of Game Design Unboxed: Inspiration to Publication we talk with Ryan Laukat, the designer and illustrator of Sleeping Gods, Above and Below, Near and Far, and more. Ryan is the co-owner of Red Raven Games as well as a triple threat of game designer, artist, and storyteller. In this episode, he discusses how art and media play a huge role in his game design. From inspiring him to giving him a visual road map of where an open-world game like Sleeping Gods might lie. Learn more about how to build a narrative-driven game from Ryan!
Featuring:
Ryan Laukat - Guest
Danielle Reynolds - Host
In episode 23 of Game Design Unboxed: Inspiration to Publication we kick off season 2 talking with Kathleen Mercury, an educator, and board game designer. Her first published design Greece Lightning started with her decision to co-design with Mark Sellmeyer on his space-themed game about black holes. This game developed into a push-your-luck, roll-and-move race in an Ancient Greek regatta. She references the importance of playtesting and how one of her students helped solve a flaw in her design. Plus, her sister's assistance in adding the right amount of mythology to the game. This episode is filled with humor and insight so check it out!
Featuring:
Kathleen Mercury - Guest
Danielle Reynolds - Host
In episode 22 of Game Design Unboxed: Inspiration to Publication Danielle and Denice talk about some favorite moments and lessons learned thanks to season 1’s guest designers. As well as where they are in their current game design journeys. We say farewell to Denice from the show and about the show coming back in late Fall with a refresh for season 2!
Featuring:
Danielle Reynolds - Host
Denice - Host
In episode 21 of Game Design Unboxed: Inspiration to Publication we speak with Vanessa Hoskins, our first RPG designer. The Know Direction Network’s own Vanessa talks about RPGs, Pathfinder, and writing part 2 of the Abomination Vaults. Her extensive credits and knowledge on RPGs will help listeners dip their toes into RPG design and gameplay! As well as learn how to get into the business.
Featuring:
Vanessa Hoskins - Guest
Danielle Reynolds - Host
Denice - Host
Episode 20: Dinosaur Island
In episode 20 of Game Design Unboxed: Inspiration to Publication we talk with Jonathan Gilmour, the designer behind Dead of Winter, Mental Blocks, Wasteland Express Delivery Service, Kids on Bikes, Dinosaur Island and so many other games and expansions! Jonathan is known for his ability to predict what themes or mechanics are going to be popular and become evergreens. Listen to him talk all things dinos and more!
Featuring:
Jonathan Gilmour - Guest
Danielle Reynolds - Host
Ben Moy - Host
In episode 19 of Game Design Unboxed: Inspiration to Publication we talk about Bez Shahriari’s game Kittycataclysm. From trimming down the design to make a quicker playing game to interweaving cat puns into a mechanically solid design. We learn about deciding to balance versus leaning into the power of a card. As well as learning empathy for designers/publishers especially in relation to Kickstarter.
Featuring:
Bez Shahriari - Guest
Danielle Reynolds - Host
Denice - Host
In episode 18 of Game Design Unboxed: Inspiration to Publication we talk with Maxine Ekl, the designer of Think Ahead, High & Low Poker, Dual Value Playing Cards, and Stripes! Maxine is one of the co-organizers for Chicago's Protospiel and co-owner of Clever Playing Cards. She’s a large fan of designing card games and her game Stripes even got the Dice Tower’s Seal of Approval! Maxine found that her game designs only got better after discovering Protospiels and local game design meetups. Learn how she started her own Protopiel and how patience is a virtue when it comes to taking a game from inspiration to publication.
Featuring:
Maxine Ekl - Guest
Danielle Reynolds - Host
Ben Moy - Host
Denice - Host
In episode 17 of Game Design Unboxed: Inspiration to Publication we talk with Daryl Andrews designer of Sagrada, BOSK, 7 Summits, Batman: The Dark Knight Returns, Kodama 3D, Back to The Future Outatime and so many other games. Daryl shares his insights on going from hobbyist to designer thanks to an amazing local community of designers. Learn how he has worked with different design partners, themes, and mechanics becoming almost a swiss army knife of a designer. Daryl embodies the mentality of pay if forward and shows you how far you can go in the industry when you help support fellow designers.
Featuring:
Daryl Andrews - Guest
Danielle Reynolds - Host
Ben Moy - Host
In episode 16 of Game Design Unboxed: Inspiration to Publication we talk with Ryan Costello the designer of Orphans & Ashes, LFG Storytime with Dick, and a writer for various RPGs. Ryan pitched, designed, and developed Orphans & Ashes for Blind Ferret Entertainment based on their webcomic series Looking for Group. He worked to capture the dark humor and quirkiness of the webcomic characters to build a game designed with the fans in mind. He learned many valuable lessons about manufacturing and creating realistic manufacturing timelines as well as how to curate a board game subscription box while working for Blind Ferret. Ryan has worked his way into the gaming industry starting with creating the Know Direction podcast that currently hosts this show to landing a job with Blind Ferret and now Laughing Dragon. Ryan is a hobbyist turned game designer you can learn a lot from.
Featuring:
Ryan Costello - Guest
Danielle Reynolds - Host
Denice - Host
In episode 15 of Game Design Unboxed: Inspiration to Publication we talk with Josh Wood, a developer at AEG and game designer of Santa Monica, the Tiny Towns Expansions, and Cat Lady. Josh talks about the differences between developing and designing games as well as the heartwarming stories from Cat Lady’s design journey.
Featuring:
Josh Wood - Guest
Danielle Reynolds - Host
Denice - Host
In episode 14 of Game Design Unboxed: Inspiration to Publication we talk with Erica Hayes-Bouyouris about her co-design BOSK by Floodgate Games. Erica shares her insights on how to find a good co-design partner and what it was like as a woman diving headfirst into game design with the Canadian “Big Dogs”.
Featuring:
Erica Hayes-Bouyouris - Guest
Danielle Reynolds - Host
Ben Moy - Host
Denice - Host
In episode 13 of Game Design Unboxed: Inspiration to Publication we talk with Zachary Connelly on his game LOTS: A Competitive Tower Building Game. Zach speaks about designing his game with his son in mind. Plus, mistakes he made over various Kickstarters including the importance of having multiple people spell check your game. He also discusses how designing and redesigning games with component prices in mind can be a huge factor in if a game is going to be publishable. Learn more about being a hobby game designer/publisher from Zach in this episode of Game Design Unboxed.
Featuring:
Zachary Connelly - Guest
Danielle Reynolds - Host
Ben Moy - Host
Denice - Host
Plus, mistakes he made over various Kickstarters including the importance of having multiple people spell check your game. He also discusses how designing and redesigning games with component prices in mind can be a huge factor in if a game is going to be publishable. Learn more about being a hobby game designer/publisher from Zach in this episode of Game Design Unboxed.
Featuring:
Zachary Connelly - Guest
Danielle Reynolds - Host
Ben Moy - Host
Denice - Host
In episode 12 of Game Design Unboxed: Inspiration to Publication we talk with Julio Nazario about his design CTRL by Pandasaurus Games. Julio has worked to make his designs language-independent as well as use his engineering background to design in a 3-D space. Learn about his quick turnaround for CTRL and the lessons he learned as a newer designer.
Featuring:
Julio Nazario - Guest
Danielle Reynolds - Host
Ben Moy - Host
Denice - Host
In episode 11 of Game Design Unboxed: Inspiration to Publication we talk with Justin De Witt, co-owner of Fireside Games and designer of Castle Panic. Castle Panic is one of the most well known cooperative games to this day and is what launched Fireside Games as a company. Justin talks about the base game, expansions, variations and IP based sequels. From talking through starting his company along with his wife to being approached to do IP based game variations like Star Trek and Munchkin Panic. Justin learned a lot about design and running a company through the years and has a lot of great advice to share.
Featuring:
Justin De Witt - Guest
Danielle Reynolds - Host
Ben Moy - Host
Denice - Host
Episode 10: ArchRavels
In episode 10 of Game Design Unboxed: Inspiration to Publication we talk with Adam McCrimmon, Jordan Miller and Lauren Nepomuceno of XYZ Game Labs about their newest release ArchRavels, a crafting themed tabletop game. They took a deep dive into the crafting community inorder to fully embed the theme into every pore of their game. Playtesters hugged, crafted and thanked them for making a game that felt like it was made just for them. From their incredibly diverse character art that represents different ages, races, genders and even handicaps, ArchRavels had a lot of time and thought poured into the game design. This episode will help designers learn more about creating a rich theme with diversity in mind.
Featuring:
In episode 9 of Game Design Unboxed: Inspiration to Publication we talk with Gil Hova owner of Formal Ferret Games about his game the Networks. During the creation of the Networks he struggled to ditch a mechanism that wasn’t working in the game but once he did the design thrived. Through massive edits during playtesting he created a hit that launched his company through the use of Kickstarter. He speaks about how the Kickstarter platform is changing as larger companies have begun to use it more as a marketing and pre-order platform.
Featuring:
In episode 8 of Game Design Unboxed: Inspiration to Publication we talk with Emma Larkin on how to design a game based on a name first. Abandon All Artichokes began with a list of funny alliterative names and a few people on social media saying “I’d buy that game”! From there Emma paired the game with a deck building/wrecking mechanic and redesigned over 100 times! Hear her story on how she worked with GameWright and her local design groups to grow this game into a success!
Featuring:
In episode 7 of Game Design Unboxed: Inspiration to Publication we speak with Jason Serrato on how to design and publish a controversially themed asymmetric take-that board game. Going from playtesting to Kickstarter to a documentary the game has been met with many challenges. Listen to Jason discuss all things Thug Life!
Featuring:
To follow Jason’s next Kickstarter Prosperitea go to www.facebook.com/ProsperiteaGame
In episode 6 of Game Design Unboxed: Inspiration to Publication we talk with Michael Langford, the designer of Misdirection, a Kickstarter that was fulfilled in 2019. Micheal decided to Kickstart his game after joining many Kickstarter Facebook groups like Board Game Spotlight and learned a lot of lessons between how to market, work with manufacturers in china and what to do when you end up with a crazy amount of bubble wrap on accident. He jokes that if there was a book on what not to do in a Kickstarter his face would be on it. So learn from him if you decide to go the Kickstarter route with your game!
Featuring:
In episode 5 of Game Design Unboxed: Inspiration to Publication we talk with Charlie Bink the designer behind the Trekking the National Parks and World games. Charlie and his family worked to Kickstart the original edition of Trekking the National Parks which won a Mensa award in 2015. Charlie later partnered with Underdog Games to create a second edition and spiritual sequel to the game. Charlie took a break in his life to create the original edition including all the artwork and his life hasn’t been the same since. He and his family were featured in the Amazon Prime’s gaming documentary known as Gamemaster where they discussed the positives and negatives of working as a family. Charlie recaps his journey and talks about what’s next for the Trekking series!
Gamemaster Video: www.amazon.com/Gamemaster-Nashra-Balagamwala/dp/B08C4TWDS3
Featuring:
In episode 4 of Game Design Unboxed: Inspiration to Publication we talk with Pam Walls about her Hasbro party game Hold That Face which was featured in the short lived Hasbro subscription box. Learn about her experience building the community Board Game Broads, starting up Protospiel Toronto and creating her own opportunities which led her to sign with Hasbro and later other publishers.
Featuring:
In episode 3 of Game Design Unboxed: Inspiration to Publication, we talk with Eric Slauson about his party game Tattoo Stories published by Bicycle Games.
Eric managed to design not one but two drawing games in the same year that allowed players that had limited art skills a chance to win using creative storytelling and memory. Tattoo Stories uses a combination of 5 elements to make up a tattoo that players will draw then describe to the round’s judge. Bicycle Games saw the potential in Eric’s design and now his game is featured in Target!
Featuring:
Eric Slauson – Guest
Danielle Reynolds – Host
Ben Moy – Host
In episode 2 of Game Design Unboxed: Inspiration to Publication Danielle, Ben, and Denice talk with Peter McPherson on his first published game, Tiny Towns from AEG.
The game was initially inspired by games like Minecraft with a spatial mechanic that is easy to understand but hard to master. Tiny Towns quickly shot up in popularity being one of the most sought after games in 2019. It was up for many of the biggest gaming awards such as the Mensa Award, Spiel der Spiele Hit für Familien, Golden Geek, and others! Peter talks about the success of the game and the creation of two expansions that add more depth, and the decision to take on a co-designer for developing these and other future expansions. New designers and hobbyists can enjoy his views on designing digitally in this COVID age.
Featuring:
Danielle, Ben, and Denice speak with Alex Cutler, designer of Expancity by Breaking Games. Alex also co-designed “Before There Were Stars” by Smirk and Laughter, “Team 3” by Brain Games, and develops games for Pandasaurus. Alex talks about his journey of spending years working on his SimCity inspired game, from prototyping using Legos to learning how to 3-D print his building pieces. Alex took his love of city planning and architecture to design a game that allows players to build from the ground up. Alex shares his experiences of prototyping, finding Breaking Games, reviewing game design contracts and where the game is now a few years later. If you’re an aspiring designer you will not want to miss Alex’s tips on contracts and inspiring words about never giving up on a design.
Featuring:
In episode 0 of Game Design Unboxed: Inspiration to Publication we meet Danielle, Ben and Denice the hosts of the podcast. They discuss what listeners will come to expect on the podcast in future episodes. They talk about their backgrounds, why they joined the show and what their hopes are for the future of the podcast.
Featuring:En liten tjänst av I'm With Friends. Finns även på engelska.