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The Board Game Design Lab was created for one purpose: to help you design great games people love. To accomplish that goal, this podcast interviews designers, publishers, and board game insiders on specific topics related to game design. I don’t waste time talking about recently played games or pop culture. Instead, the show does a deep dive into subjects that I hope you’ll find extremely valuable as you progress through your game design journey.
The podcast The Board Game Design Lab is created by Gabe Barrett. The podcast and the artwork on this page are embedded on this page using the public podcast feed (RSS).
In this BGDL rewind from June of 2020, Corey Konieczka breaks down his entire design process.
Corey has several games ranked in the top 100 games of all time, and it was incredibly insightful to learn about how he brings a game to life. We chat about his path into the industry, his prototyping process, the challenges of working on IPs like Star Wars, when to walk away from a design, and more!
The post The design process of one of the world’s best designers, Corey Konieczka appeared first on Board Game Design Lab.
In this BGDL rewind from May of 2019, Elizabeth Hargrave dives into all the ins and outs of designing an engine-building game. We chat about her personal design process and all the interesting obstacles she encountered when designing Wingspan. We also talk about how to layer concepts on top of each other, balancing winning strategies, creating a satisfying conclusion, and more!
The post How to Design an Engine Building Game with Elizabeth Hargrave appeared first on Board Game Design Lab.
In this BGDL rewind from April of 2020, Ignacy Trzewiczek, founder of Portal Games and designer of Robinson Crusoe, discusses his company’s motto: Games that tell stories.
We go in-depth into Ignacy’s design process, talk about his most popular games, and get to the heart of what it looks like to create games that have players leaving the table with a story to tell.
The post How to Design Games that Tell Stories with Ignacy Trzewiczek appeared first on Board Game Design Lab.
In this BGDL rewind from December of 2020, I chat with Emerson Matsuuch about all the many ways a designer can use math to create better games. We talk spreadsheets, game balance, mathematical models, and more!
The post Using math to make your games better with Emerson Matsuuchi appeared first on Board Game Design Lab.
In this BGDL rewind from May of 2018, I chat with Richard Garfield about finding the right balance of luck vs skill when designing a game.
The post Finding the Right Mixture of Luck and Skill with Richard Garfield appeared first on Board Game Design Lab.
In this update, I talk about 2024’s vision for the BGDL.
And if you need help with your game, company, or upcoming crowdfunding campaign, and you think I might be able to help, please click HERE.
The post Where the BGDL Is Headed in 2024 appeared first on Board Game Design Lab.
In this episode, I answer a bunch of questions that were submitted by BGDL community members!
The post Your game design questions answered appeared first on Board Game Design Lab.
In this episode, Joe Bragg, founder of the indie publishing company Meek Heroes Gaming, discusses the grassroots approach he’s taking to building his publishing company. We chat about why this approach makes sense for a lot of people, the pros and cons of not using crowdfunding, how to build a community from the ground up, and a whole lot more.
I also dive into the slightly different approach my own publishing company is planning to take in 2024, so hopefully this episode gives you lots to think about if you’re interested in publishing games.
The post How to Publish Games with a Grassroots Approach | Joe Bragg appeared first on Board Game Design Lab.
In this episode, Jason Perez and I chat about how designers can boost their creativity by thinking outside the box, pushing past tropes, and being more intentional about their thematic choices.
The post How to Boost Creativity and Avoid Tropes | Jason Perez appeared first on Board Game Design Lab.
In this episode, John de Campos, founder of Terrible Games, and I chat about the highs and lows of starting and running an indie publishing company in the board game industry.
The post Listen to this BEFORE you start an indie publishing company | John de Campos appeared first on Board Game Design Lab.
In this episode, I break down some game design productivity hacks that have been helping me lately, and I’m specifically talking about a concept called “habit fields.”
This was a presentation I gave recently for Board Game Design Pro, so if you find it useful and want more helpful content like it, be sure to check out BGDP here. You’ll find all sorts of skill sessions on designing, crowdfunding, and publishing games!
And if you use coupon code “33today” you’ll receive 33% off the membership price
The post Board Game Design Productivity Hacks with Gabe Barrett appeared first on Board Game Design Lab.
In this episode, Leo Taylor, designer of games in the Risk, Clue, and D&D universes, breaks down his “key pillars of game design” as we chat through the many questions designers should think through as they dive into a new game design.
You can download a PDF of the key pillars HERE.
The post Do this BEFORE designing a game | Leo Taylor appeared first on Board Game Design Lab.
In this episode, Joe Slack and I talk about how we’ve both been able to piece together lots of different revenue streams in the gaming industry to be able to make a full-time living from game design.
And be sure to check out Joe’s latest puzzle game here: http://kck.st/3SfV1Np
The post How to Make Money from Your Game Design Hobby with Joe Slack appeared first on Board Game Design Lab.
In this episode, Elan Lee, the creator of Exploding Kittens, talks about his venture into creating games for small children. Elan has been designing the games alongside his four-year-old daughter, and we talk about the process of designing games both for and with small kids. We also get into the business side of things and discuss marketing, manufacturing, and more!
And be sure to check out the games HERE.
The post Designing Games FOR and WITH Young Kids with Elan Lee appeared first on Board Game Design Lab.
In this episode, Geoff Engelstein and I chat about design theory and break down Geoff’s favorite examples and how they relate to designing games.
Geoff’s book about loss aversion can be found here: https://amzn.to/3rIgi7y
More info about the Tabletop Network Conference can be found here: https://www.tabletopnetwork.com
The post 4 Amazing (and Useful) Examples of Board Game Design Theory with Geoff Engelstein appeared first on Board Game Design Lab.
In this episode, Jason Greeno and I chat about the current boom in the print-n-play side of the market, and we dive into how and why more designers should create printable versions of their games.
You can find a ridiculous number of PnP games on Jason’s website, PnP Arcade.
And you can find his game, The Cursed Managerie, on Kickstarter HERE.
Here’s the best PnP Facebook group.
The post Why You Should Create Print-n-Play Games with Jason Greeno appeared first on Board Game Design Lab.
In this episode, Pam Walls and I chat about the games on our “must play” lists if you’re a game designer. And be sure to check out Pam’s awesome channel about game design here: https://www.youtube.com/@pamwallsgamedesign
Here are the games we discuss:
-Imhotep
-Dungeons & Dragons
-Catan -Chess
-Magic: the Gathering
-Robinson Crusoe
-Kemet -Creature Comforts
-Twilight Imperium
-Dune
-Century: Spiced Road
-Le Havre
-Vast
-Root
-Concordia
-Istanbul: the dice game
-Sagrada
-Gartenbau
-Silly Street
-Tyrants of the Underdark
-Legendary
-King of Tokyo
-Sleeping Gods
-Charterstone
-Arkham Horror: the card game
-RoboMon
The post The Games Every Designer MUST Play with Pam Walls appeared first on Board Game Design Lab.
In this episode, Rob Daviau and I chat about how to playtest, receive feedback, iterate, and playtest a whole lot more.
The post How to Playtest like a Pro with Rob Daviau appeared first on Board Game Design Lab.
In this episode, Jay Cormier and I chat about how to teach game design concepts to others and help them become game designers.
And be sure to check out Jay’s new game design activity book HERE.
The post How to Create More Game Designers with Jay Cormier appeared first on Board Game Design Lab.
In this episode, I chat with Ben Downton who designs games and runs the publishing company Prometheus Game Labs. We chat about how lonely design work can be, how to balance being creative with running a business, Board Game Arena, and more!
And here’s the Board Game Arena article mentioned in the show: https://prometheusgamelabs.wordpress.com/2023/08/14/how-a-game-gets-on-board-game-arena/
The post How to Design AND Publish games with Ben Downton appeared first on Board Game Design Lab.
Kyle Sussenbach and I chat about how to get started in creating a publishing business and how to go from absolutely nothing to launching a crowdfunding campaign.
The post 10 Steps to Go from Nothing to Crowdfunding Campaign with Kyle Sussenbach appeared first on Board Game Design Lab.
In this episode, I talk through pretty much every tip about game design that I can think of!
And if you want to see the video version, you can check it out on YouTube HERE.
The post 71 Ways to Become a Better Game Designer with Gabe Barrett appeared first on Board Game Design Lab.
In this episode, I chat with Jason Tagmire about everything related to 18-card games. We talk about designing, publishing, manufacturing, shipping, marketing, crowdfunding, and more!
The post Small Games that Pack a Big Punch with Jason Tagmire appeared first on Board Game Design Lab.
In this episode, I chat with Jonny Pac about how to create games that fully engage players and keep them coming back for more. We talk about the difference between puzzles and games, designing for different types of players, utilizing randomness, fuzzy logic, and a whole lot more!
The post How to Craft the Perfect Player Experience with Jonny Pac appeared first on Board Game Design Lab.
In this episode, I chat with James Ernest about how to make a game that doesn’t just work mechanically but is also a lot of fun to play. We talk about how to identify when testers are having fun, the design decisions that create fun experiences, utilizing surprise, and a whole lot more.
You can find James’s game design lectures and articles here: https://crabfragmentlabs.com/lecture-hall
And here’s that video he mentioned about goats: https://www.youtube.com/watch?v=58-atNakMWw
The post How to Design Fun Games with James Ernest appeared first on Board Game Design Lab.
In this episode, I chat with Amy and Dusty Droz who raised over $1 million on Kickstarter as first-time creators with a game that only costs $39.
You can late back their game, Botany, here: https://botany.backerkit.com/hosted_preorders
The post How to Have Massive Success on Kickstarter with Amy and Dusty Droz appeared first on Board Game Design Lab.
In this episode, I give my best advice on how to reach out to content creators and get featured on podcasts, and I chat with my friend, Justin Kral, a professional audio engineer about how to create an audio setup that sounds great.
The post How to Get Featured on Podcasts and Sound Great with Justin Kral appeared first on Board Game Design Lab.
In this episode, I chat with Andrew Lowen, and we break down a recent crowdfunding campaign I ran that I had to cancel. I talk about the mistakes I made and what I’m doing to fix things as I get ready to relaunch the campaign.
The post My Crowdfunding Failure: A Post Mortem with Andrew Lowen appeared first on Board Game Design Lab.
Jorge Velez, professional illustrator, discusses topics related to art and creativity. We talk about how comparison destroys creative people, how to make your own luck, the different paths to becoming a pro artist, best practices for finding and working with artists, and a whole lot more.
The post Art, Working with Artists, and Becoming Your Best Creative Self with Jorge Velez appeared first on Board Game Design Lab.
Zachary Strebeck, a lawyer who specializes in games, dives into the many legal issues that arise when bringing games to life and getting them on the market. We talk about clauses to look out for in contracts, the pros and cons of NDAs, what you need to know about copyrights and trademarks, and a whole lot more.
If you want to contact Zachary, you can find his website here: https://strebecklaw.com
The post The Legal Side of Creating Games with Zachary Strebeck appeared first on Board Game Design Lab.
In this episode, Sen-Foong Lim talks about how he balances his 50+ hour a week teaching job with working on 40+ games a year. We talk about how to design like crazy without burning out, how to get into a flow state, the myth of being self-made, how to work with co-designers, and a whole lot more!
The post How to Balance Game Design with a Full Time Job with Sen-Foong Lim appeared first on Board Game Design Lab.
Peter C. Hayward, from Jellybean Games, is back, and we’re talking about how a hyper-creative person can pursue lots of different projects and actually get things done.
The post How to Work on Lots of Projects at Once with Peter C. Hayward appeared first on Board Game Design Lab.
In this episode, Jamey Stegmaier talks about how to make money creating games.
We talk about how to monetize creativity and the many roadblocks people run into. Jamey unpacks what he would do if he had to start over and build a publishing company from scratch. He opens up about his biggest financial mistake. We talk about why people should design games. And a whole lot more.
The post How to Make Money Designing Games with Jamey Stegmaier appeared first on Board Game Design Lab.
Here’s a quick update about the relaunching of the podcast and the future of the Board Game Design Lab. Lots of cool things ahead!
The post So, where were we? appeared first on Board Game Design Lab.
The post See You Space Cowboy with Gabe Barrett and Jamey Stegmaier appeared first on Board Game Design Lab.
I’m celebrating the podcast’s 300th episode by chatting with Alan Moon, the designer of Ticket to Ride.
We go through his long career in the gaming industry, discuss the genesis of Ticket to Ride, chat about playtesting and pitching, and more!
The post (Celebrating 300 Episodes!) The Design Journey of Alan Moon appeared first on Board Game Design Lab.
Peter C. Hayward, from Jellybean Games, is back, and we’re talking through our absolute best tips and advice for game designers.
We split the conversation into two parts: new designers and experienced designers. And we talk through our own successes and failures.
And be sure to check out Peter’s latest game, Sunshine City, which you can download for free HERE!
The post Our Best Game Design Advice with Peter C. Hayward appeared first on Board Game Design Lab.
Patrick Mcneil, from McMeeple Games, discusses what it’s like to design games with his children.
Patrick has been creating games with his kids for years and has gotten many of the designs to the point of being fully published games. We talk about being intentional, setting the right expectations, overcoming negative feedback, and more.
The post Designing Games with Your Kids with Patrick McNeil appeared first on Board Game Design Lab.
Ben Rosset, designer of The Search for Planet X, talks about how to design games based on real-life systems and processes.
Ben has designed games based on aging cheese, brewing beer, finding planets, manufacturing board games, and many other themes that happen in the real world, so we have quite a bit to chat about.
The post Designing Games Based on Real-Life Systems with Ben Rosset appeared first on Board Game Design Lab.
Jess and Steph Nguyen, from Hot Potatoz, talk about how to design take that games.
We talk about finding a good balance of fun, game length, and hurt feelings. And we get into finding the right audience, playtesting, and more.
The post How to Design Take That Games with Steph and Jess Nguyen appeared first on Board Game Design Lab.
Jesse Stacy, from Triceratops Games, discusses how to design drafting games. Jesse has been working on a drafting style game for a while, and we dive into the different types, how to keep a game moving, stacking other mechanisms, and more.
The post [BGDL Community Spotlight] How to Design Drafting Games with Jesse Stacy appeared first on Board Game Design Lab.
Gino Brancazio, from Tinkerbot Games, talks about the three stages of prototyping, and we discuss what you need to know depending on which stage you’re in.
The post [BGDL Community Spotlight] The 3 Stages of Prototyping with Gino Brancazio appeared first on Board Game Design Lab.
Andrew Lowen and Sean Bradford, from Next Level Web, talk about how to get the most out of your crowdfunding campaign.
We spend most of the time talking about different aspects of marketing and break down examples from our own campaigns of what worked and what didn’t.
The post How to Get the Most out of Your Crowdfunding Campaign with Andrew Lowen and Sean Bradford appeared first on Board Game Design Lab.
Rob Dougherty, founder of Wise Wizard Games, talks about how to run a successful publishing company.
We talk about how Rob got started, how to actually make money, how to use Kickstarter effectively, and more.
The post How to Run a Publishing Company with Rob Dougherty appeared first on Board Game Design Lab.
Ryan Laukat, designer of Sleeping Gods, talks about designing open world games.
Sleeping Gods is a phenomenal example of how a board game can pull off the open world experience, and we do a deep dive into basically every aspect of its design. I’ve also been working on an open world game of my own over the last couple years, so we get into the ways we overcame similar issues.
The post Designing Open World Games with Ryan Laukat appeared first on Board Game Design Lab.
Matt Bivens discusses how to teach game design. Matt has been teaching design to high school kids for years, and we get into the usefulness of game design concepts, feedback, and more.
The post Teaching Board Game Design with Matt Bivens appeared first on Board Game Design Lab.
Jess Metheringham, founder of Dissent Games, talks about designing games that are housed completely on greeting cards. We talk about the value of constraints, holiday themes, and more.
The post Designing Greeting Card Games with Jess Metheringham appeared first on Board Game Design Lab.
Kathleen Mercury, designer of Greece Lightning, talks about designing race games.
We talk about meshing a racing theme with mechanisms that actually feel like a race, different ways to win, general design concepts, and more.
The post How to Design a Race Game with Kathleen Mercury appeared first on Board Game Design Lab.
Stephen Schwartz and Floyd Lu, designers of Slash and Spells, talk about designing asymmetrical games.
We talk about creating interesting differences, balancing factions, the challenges of playtesting these kinds of games, and more.
And be sure to check out Stephen and Floyd’s game on Kickstarter HERE!
The post How to Design Asymmetrical Games with Stephen Schwartz and Floyd Lu appeared first on Board Game Design Lab.
Ted Alspach, designer of Maglev Metro and several other route building games, talks about what makes these games special.
We talk about themes that mesh well with the mechanism, end conditions, keeping players interested, and more.
The post How to Design Route Building Games with Ted Alspach appeared first on Board Game Design Lab.
Arthur Franz, founder of Uplink Underground Games, discusses what it looks like to run a publishing company that’s based on print-on-demand manufacturing.
We talk about pros and cons, pricing challenges, community building, and more.
The post [BGDL Community Spotlight] Print-on-Demand Publishing with Arthur Franz appeared first on Board Game Design Lab.
Frank Sarro, designer of Pathways, talks about abstract dexterity games. We get into component quality, manufacturing challenges, complexity, and more.
The post [BGDL Community Spotlight] Designing an Abstract Dexterity Game with Frank Sarro appeared first on Board Game Design Lab.
Phil Walker-Harding, designer of Sushi Go, Barenpark, Imhotep, Gizmos, and several other great games, takes us behind the scenes of his personal design process.
We talk about coming up with ideas, honing big ideas into super fun games, knowing when to walk away from a design, pitching to publishers, and more.
The post The Design Process of Phil Walker-Harding appeared first on Board Game Design Lab.
Carla Kopp, from Weird Giraffe Games, discusses how to multiply your time and get more done.
Carla runs multiple companies while also designing games and creating solo modes for other designers’ games, so she’s had to figure out how to create more hours in the day. We talk about time management, scheduling, and all sorts of other things.
The post How to Multiply Your Time with Carla Kopp appeared first on Board Game Design Lab.
The post How to Design 2 Player Games with Alf Seegert appeared first on Board Game Design Lab.
Carol Mertz and Elan Lee, from Exploding Kittens, discuss how to build a community.
We talk about their record-setting Kickstarter campaign, building relationships with customers, guerrilla marketing techniques, and what it looks like to focus on the “crowd” portion of crowdfunding.
And be sure to check out their latest Kickstarter project, Hand to Hand Wombat, HERE.
The post Community Building with Carol Mertz and Elan Lee appeared first on Board Game Design Lab.
Kevin Carroll and Steve Mark, designers of Tenzi and owners of Carma Games, discuss how they built a game publishing company that’s made several million dollars.
They tell their origin story, share guerrilla marketing techniques, discuss mistakes they’ve made, and much more.
Also, you can get 20% off in the Carma Games online store by using coupon code BGDL.
The post Building a Million Dollar Board Game Company with Kevin Carroll and Steve Mark appeared first on Board Game Design Lab.
Tyler Langtimm, designer of Moxie: A Journey of Monsters, discusses how to design a game about monster taming (think Pokemon). Tyler has been working on a monster hunting/taming game for a while (and so have I), so we have quite a lot to talk about. We get into exploration, combat, puzzles, progression, and more.
The post [BGDL Community Spotlight] Designing Monster Taming Games with Tyler Langtimm appeared first on Board Game Design Lab.
Thomas Covert, founder of the Board Game Revolution Facebook group, dives into how to promote your game in Facebook groups without seeming like a slimy used car salesman.
We talk about asking for feedback, how to create engaging posts (and when to post them), paid promotion, and more.
The post [BGDL Community Spotlight] How to Promote Your Game in Facebook Groups with Thomas Covert appeared first on Board Game Design Lab.
Steve Finn, founder of Dr. Finn’s Games, discusses how to design set collection games. Steve has designed a ton of games with this mechanism including Biblios, Herbaceous, and Sunset over Water, so he has a lot to say on the topic.
And be sure to check out Steve’s Latest game on Kickstarter HERE.
The post Designing Set Collection Games with Steve Finn appeared first on Board Game Design Lab.
Jasper Burch, founder of Pine Island Games, dives into business plans and why you probably need one.
The post [BGDL Community Spotlight] Creating a Business Plan with Jasper Burch appeared first on Board Game Design Lab.
Scott Smith, designer of Dungeon Drop, discusses how to design games by starting with the components. Scott has become a master at this, and it’s an interesting way to approach design that often begins with theme or a mechanism.
The post [BGDL Community Spotlight] Component First Game Design with Scott Smith appeared first on Board Game Design Lab.
Hersh Glueck, founder of Hero Time Manufacturing, discusses the most common pitfalls and frequently asked questions when it comes to printing a board game.
Hersh lives in China and started a manufacturing company several years ago, so he has a ton of experience and knowledge when it comes to bringing a game to life. We also get into logistics and fulfillment during the episode.
The post Manufacturing Frequently Asked Questions with Hersh Glueck appeared first on Board Game Design Lab.
David Turczi and Nigel Buckle discuss the making of their hit games Imperium: Classics and Imperium: Legends.
We talk through everything from the initial idea all the way to getting the games published and onto people’s tables.
The post The Making of Imperium with David Turczi and Nigel Buckle appeared first on Board Game Design Lab.
Jerry Hawthorne, designer of Stuffed Fables, discusses how to design a game that focuses on storytelling.
Jerry has created several super popular storytelling games (and has a new one about to come out), and we dive into writing, scenario design, combat mechanisms, and more.
The post Designing Storytelling Games with Jerry Hawthorne appeared first on Board Game Design Lab.
Fabio Lopiano, designer of Merv: The Heart of the Silk Road, discusses how to use entangled decision-making as the primary mechanism in a game.
In several of Fabio’s designs, players have to make choices based on how things like resources and actions are paired together or “entangled.” We unpack everything that goes into designing games that intertwine various options.
The post Entangled Decision Making in Games with Fabio Lopiano appeared first on Board Game Design Lab.
Mike Kelley, designer of Mega Man Adventures, discusses cooperative games and what goes into designing a good one.
Mike has been designing and reviewing cooperative games for years, and we dive into both creating co-op games and how to stand out to reviewers and gamers.
The post How to Design a Cooperative Game with Mike Kelley appeared first on Board Game Design Lab.
Assad Quraishi, designer of Genesis: Battle of Champions, discusses everything to think about if you want to design a trading card game for today’s market.
We talk about how to get started, building an audience, when to go to Kickstarter, how to stand out, and more.
The post Designing a Trading Card Game in the Modern Era with Assad Quraishi appeared first on Board Game Design Lab.
Jonny Pac, designer of Merchants Cove and lots of other games, discusses his process of finding the perfect mesh of theme and mechanisms.
We talk about his approach to theme in his various games, research, and what it looks like for mechanics to make sense inside the theme.
The post Thematically Informed Game Design with Jonny Pac appeared first on Board Game Design Lab.
Marvin Hegen, designer of Mindbug, discusses how to use a blue ocean strategy in game design and game publishing.
We talk about blue ocean vs red ocean concepts, how the strategy can help you pitch games, marketing, and more.
The post Using Blue Ocean Strategy in Game Design with Marvin Hegen appeared first on Board Game Design Lab.
Trevor Benjamin and David Thompson, designers of the Undaunted series, discuss how to take a solid core idea and then expand on it.
We talk about the making of Undaunted games, what goes into creating expansions, standalone sequels, and new games with similar DNA to previous designs.
The post How to Expand on a Core Idea with Trevor Benjamin and David Thompson appeared first on Board Game Design Lab.
Ariel Rubin and Juliana Moreno, designers of the Escape Room in a Box series, discuss what it takes to put a new twist on a familiar genre.
Over the last few years, they’ve designed and published several games that brought new angles and fresh ideas to various different genres, so we dive into lots of great examples of how to do this.
The post How to Put a New Twist on a Familiar Genre with Ariel Rubin and Juliana Moreno appeared first on Board Game Design Lab.
Darren Terpstra, designer of Ignite, discusses what to be aware of when designing games that go up to six or more players
We talk about the pros and cons of higher player count games, balance, finding playtesters, and more.
The post Designing Games with Higher Player Counts with Darren Terpstra appeared first on Board Game Design Lab.
Nicolas Fournier, designer of Megapulse, breaks down his top 10 Photoshop tips and tricks to help game designers.
The post Top 10 Photoshop Tips for Game Designers with Nicolas Fournier appeared first on Board Game Design Lab.
Jon Spike, designer of Gamestormers, discusses his game about designing board games (it gets a bit meta). I think it’s an excellent way to introduce new people to the game design hobby and also might make for a helpful resource for seasoned designers.
The post A Game about Game Design with Jon Spike appeared first on Board Game Design Lab.
The post How to Design a Pick-up and Deliver Game with Marcel Köhler appeared first on Board Game Design Lab.
Malachi Ray Rempen, designer of Roll Camera, discusses the pros and cons of doing all the main aspects of design, art, and publishing yourself.
Malachi has both worked with others and done everything himself, so he can speak well on both perspectives.
The post The Pros and Cons of Doing Everything Yourself with Malachi Ray Rempen appeared first on Board Game Design Lab.
Lucas Sosnick, designer of Crisis on Cardea, discusses different ways we can bring young people into both gaming and game design.
Lucas is seventeen years old and has been both a gamer and a designer for a while, so he gives an inside look at what we can do to make the hobby a more welcoming place.
And be sure to check out Lucas’s game on Kickstarter HERE.
The post How to Reach the Next Generation with Lucas Sosnick appeared first on Board Game Design Lab.
Robert Longtin, professional data analyst, discusses all angles of playtest data.
We talk about what data to collect, when to collect it, how to collect it, how to analyze it, and more.
Learn more about Robert’s games HERE.
The post Collecting and Analyzing Playtest Data with Robert Longtin appeared first on Board Game Design Lab.
Morten Monrad Pedersen, from Automa Factory and Stonemaier Games, dives into a more serious topic as we discuss bipolarity, depression, and using game design to cope.
Morten was diagnosed with bipolarity several years ago and sheds a ton of light on the subject. He goes into a lot about his own personal journey and how games and game design have helped him.
Also, here’s the Malcom Gladwell video I mention on the show.
The post Bipolarity, Depression, and Using Game Design to Cope with Morten Monrad Pedersen appeared first on Board Game Design Lab.
Carol Mertz, senior game designer at Exploding Kittens, gives us a behind the scenes look at the inner workings of a major publisher.
We talk about timelines, working with internal and external designers, pursuing excellent game ideas, how to get a job at Exploding Kittens, and more.
The post A Look Behind the Scenes at Exploding Kittens with Carol Mertz appeared first on Board Game Design Lab.
Today, it’s just me, and I’ve got a word of encouragement for you. Pursuing a creative lifestyle can be incredibly difficult, so I wanted to do an episode to help you stay motivated and inspired.
The post A Word of Encouragement from Gabe Barrett appeared first on Board Game Design Lab.
Luke Badger, Paul Abrahams, and Andy Richdale, from Badgers from Mars, talk about how to design a game based on nothing more than a standard deck of cards.
We talk about their game Regicide (currently number one on BGG’s Hotness list), pros and cons of such tight constraints, marketing, and more.
The post Designing Games Based on a Standard Deck of Cards with Luke Badger, Paul Abrahams, and Andy Richdale appeared first on Board Game Design Lab.
Fertessa Allyse, producer at Funko Games, talks about how to design a trick taking game.
We talk about table talk, bringing new ideas to the genre, what to look for while playtesting, and more.
And be sure to check out Fertessa’s trick taking game, Wicked and Wise, on Kickstarter HERE.
*Also, at one point, I mention UNO as a trick taking game, however, it’s definitely a matching game. (duh, haha)
The post How to Design Trick Taking Games with Fertessa Allyse appeared first on Board Game Design Lab.
Jeff Fraser, designer of Cartouche, talks about various skill barriers in games and what you should be aware of when designing games with elements like spatial reasoning, dexterity, memory, math, and negotiation.
We talk about playtesting these elements, designing based on your target audience, and more.
And be sure to check out Jeff’s game, Cartouche, on Kickstarter HERE.
The post Skill Barriers in Games with Jeff Fraser appeared first on Board Game Design Lab.
Rachel Bruner, designer of Harsh Shadows, talks about how to create print-n-play games and the many reasons why you might want to.
Rachel is super active in the PnP community, and we discuss her thoughts on best practices, tools of the trade, getting a PnP game published, and more.
And here are all the links and whatnot that were discussed on the show:
The post How and Why You Should Create Print-n-Play Games with Rachel Bruner appeared first on Board Game Design Lab.
Perry Berkum, founder of Game Decks, talks about how to turn a video game into a board game.
Perry’s company has published several board games inspired by video games, and we talk about theme, mechanisms, licensing, marketing, and more.
The post How to Turn a Video Game into a Board Game with Perry Burkum appeared first on Board Game Design Lab.
In another BGDL community spotlight, Jeff Turner, founder of Skip Work Play Games, dives into how to use InDesign to do data merge and speed up your prototyping process.
Data merge makes it easy to edit or change hundreds of cards with one click, and we get into both high-level concepts and technical how-to.
The post (Community Spotlight) Using InDesign and Data Merge with Jeff Turner appeared first on Board Game Design Lab.
Anthony Howgego, developer at Osprey Games, what goes into developing a game and nearly everything else surrounding development.
We talk about taking games from good to great, how to work with a developer effectively, how to become a developer, and more.
The post Developing Games and Working with Developers with Anthony Howgego appeared first on Board Game Design Lab.
Dave Beck, designer of Distilled, talks about improving games through experiential graphic design.
Dave did a TON of research for his latest game, hired experts, and dove as deeply into the theme as he could. So, he’s got a lot of advice for anyone wanting to make a super thematic game.
And be sure to check out Dave’s game, Distilled, on Kickstarter HERE.
The post How to Make a Super Thematic Game and Do Research with Dave Beck appeared first on Board Game Design Lab.
Kate Otte, designer of First Ascent, talks about improving games through experiential graphic design.
Kate is a professional graphic designer, and we get into how to make games more accessible, understandable, and fun using excellent graphic design techniques.
And be sure to check out Kate’s game, First Ascent, on Kickstarter HERE.
The post Experiential Graphic Design with Kate Otte appeared first on Board Game Design Lab.
Nick Murray, founder of Bitewing Games, discusses how you can evaluate your game and ideas using SWOT analysis. This is a common technique in the business world to analyze ideas, products, companies, etc., and it can really help with game design as well.
The post (Community Spotlight) Evaluating Your Game with SWOT Analysis with Nick Murray appeared first on Board Game Design Lab.
Dan Hundycz, founder of DPH Games, discusses layered victory conditions. In his latest game, Usurp the King, there’s a hierarchy of ways to win, and Dan breaks down how it came together.
And be sure to check out Usurp the King on Kickstarter HERE.
The post (Community Spotlight) Layered Victory Conditions with Dan Hundycz appeared first on Board Game Design Lab.
Justin Gary, designer of Ascension, talks about his personal process for designing and publishing games.
Justin has designed and released a ton of hit games over the years and worked in lots of different segments of the gaming industry, so he has a ton of great tips and advice.
The post How to Design and Publish Games with Justin Gary appeared first on Board Game Design Lab.
Andrew Lowen, designer of Deliverance, talks about going through the process of deciding between traditional publishing and self-publishing.
We talk about the pros and cons on both sides along with how to make things work if you go the self-publishing route.
And be sure to check out Andrew’s game, Deliverance, on Kickstarter HERE.
The post Why to Self Publish…or Not with Andrew Lowen appeared first on Board Game Design Lab.
Janice Turner, designer of Assembly, talks about designing puzzle games.
We talk about player experience, designing during nap times, how to make puzzles fun and not tedious, and more!
And be sure to check out Janice’s game, Pilfering Pandas, on Kickstarter HERE.
The post Designing Puzzle Games with Janice Turner appeared first on Board Game Design Lab.
Ben Downton, designer of Micro Dojo, talks about designing micro-micro games – games so small they can fit in a regular-sized envelope.
We talk about component constraints, focus, player expectations, and more!
And be sure to check out Ben’s game, Micro Dojo, on Kickstarter HERE.
The post Designing Games that Fit in an Envelope with Ben Downton appeared first on Board Game Design Lab.
Josh Horsley, designer of Castlescape, talks about designing deck-building games that have more going on than just building a deck.
We talk about adding boards and other components, and we get into the benefits and obstacles of creating these kinds of games.
And be sure to check out Josh’s game, Castlescape, on Kickstarter HERE.
The post Deck Building and MORE with Josh Horsley appeared first on Board Game Design Lab.
The brand new BGDL community site is now live at www.bgdlplus.com!
The post BGDL+ is live! appeared first on Board Game Design Lab.
Ami Baio, designer of You Think You Know Me and several other conversation-based games, talks about what all goes into designing and publishing them.
We talk about how to create gaming environments that encourage people to talk, listen, and enjoy chatting with each other.
The post Designing Conversation Games with Ami Baio appeared first on Board Game Design Lab.
Joe Klipfel, designer of Griphold Tower, discusses what it’s like to take a large, published game and turn it into a microgame. Joe has done this with Set a Watch and Gloomhaven and offers lots of insight on how to break a game down to its essence.
The post [Community Spotlight] Turning Big Games into Microgames with Joe Klipfel appeared first on Board Game Design Lab.
Marco Pecota, designer of Legions of Steel, discusses the ways he’s engaging with the fans of his game. We talk about building a community, releasing bonus content, reaching out to your fans for feedback, and more.
The post [Community Spotlight] Customer Engagement, Support, and Satisfaction with Marco Pecota appeared first on Board Game Design Lab.
Martin Wallace, designer of Brass: Birmingham and about 100 other great games, talks about Euro games and his process for designing them.
Martin is one of the greatest designers of all time, and he offers tons of excellent advice based on his 30+ years in the industry.
The post How to Design Euro Games with Martin Wallace appeared first on Board Game Design Lab.
Joe Slack, designer Relics of Rajavihara, talks about the many different jobs in the board gaming industry and how people have found their way to those jobs.
Joe recently released a book devoted to this topic, so we talk a lot about what he found through his interviews and research.
And you can find Joe’s latest book about jobs in the gaming industry HERE.
The post Getting a Job in the Board Game Industry with Joe Slack appeared first on Board Game Design Lab.
Nick Metzler, game designer at Spin Master, talks about designing games that create excellent social experiences.
We also dive into chasing dreams, overcoming obstacles, and gamification.
The post How to Design Social Experiences with Nick Metzler appeared first on Board Game Design Lab.
BGDL community member Trevor Laforce discusses how to optimize your life to get more designing done in less time.
We talk about habits, time management, and self-management in the context of designing games while also having a job, family, and busy schedule.
And you can find Trevor’s daily planner and more time optimization content on his website here.
The post Optimizing Game Design Time with Trevor Laforce appeared first on Board Game Design Lab.
Dennis Furia talks about the board game identity pyramid.
The pyramid is an excellent tool and framework to help you break down a game into its main selling points and help you figure out the why, what, and how behind your game.
You can find more about the pyramid HERE.
The post The Board Game Identity Pyramid with Dennis Furia appeared first on Board Game Design Lab.
Laura Hoffman, COO of Game on Tabletop, discusses the ins and outs, pros and cons of crowdfunding your game.
Game on Tabletop is a crowdfunding platform specifically for board game campaigns, and Laura has a ton of experience working with creators and project managers.
The post Why You Should Crowdfund Your Game (or Not) with Laura Hoffman appeared first on Board Game Design Lab.
Wade Hayes designer of Poetic License, dives into everyone’s favorite topic…taxes. We talk about lots of the major accounting topics designers and publishers need to be aware of.
Wade is a tax pro, and this episode will be super helpful in making sure you stay in the government’s good graces (assuming you’re in the U.S.).
Here’s an excellent tax guide PDF Wade created.
And be sure to check out Wade’s game, Poetic License, on Kickstarter HERE.
The post Taxes for Designers and Publishers with Wade Hayes appeared first on Board Game Design Lab.
Joe Hout, designer of Dungeon Draft, talks about how to design a roll and write game.
Joe has designed quite a few roll and writes, and we get into dice vs cards, combos, player counts, and more.
And be sure to check out Joe’s game Dice in the Darkness and play along on Twitch HERE.
The post Designing Roll and Write Games with Joe Hout appeared first on Board Game Design Lab.
In this BGDL community spotlight episode, Alex Lu, designer of Dogs Bond, discusses how to implement interchangeable win conditions in a game.
The post BGDL Community Spotlight – Interchangeable Win Conditions with Alex Lu appeared first on Board Game Design Lab.
In this BGDL community spotlight episode, Wayne Koenig, designer of lots of games, discusses his experience and process of designing a brand new game every single week.
The post BGDL Community Spotlight – Designing a Game a Week with Wayne Koenig appeared first on Board Game Design Lab.
Isaac Childres designer of Gloomhaven, talks about how to design games that are massive in scope.
Gloomhaven is a 25-pound box of hours upon hours of gameplay, and we dive into design challenges, player progression, marketing, and more.
The post Designing Massive Games with Isaac Childres appeared first on Board Game Design Lab.
Sara Perry, designer of Gift of Tulips, talks about all the many angles of shipping and logistics.
Sara handles logistics for quite a few publishers (including me), and we talk about vetting fulfillment partners, shipping rates, what to think about if you’re just a game designer, and more.
And be sure to check out Sara’s game on Kickstarter HERE.
The post Board Game Logistics and Fulfillment with Sara Perry appeared first on Board Game Design Lab.
Today, it’s just me on the show, and I’m discussing different angles of designing and publishing solo games, and I’m talking through the design process for my latest solo game, Hunted: Wode Ridge.
I talk about pros, cons, design challenges, the business side of things, and more.
And you can check out Hunted: Wode Ridge on Kickstarter HERE.
The post Designing Solo Games and the Making of Hunted: Wode Ridge with Gabe Barrett appeared first on Board Game Design Lab.
James Fazio, founder of Pique Games, discusses how to overcome failure in game design and game publishing.
We talk about defining success, the danger of comparison, taking feedback gracefully, and more.
The post Overcoming Failure with James Fazio appeared first on Board Game Design Lab.
Azhelle Wade, the toy coach, discusses how to design board games for the mass market and toy industry.
We talk about “toyetic” games, patents, pitching to publishers, contraption based games, and more.
The post Designing Mass Market Games with Azhelle Wade appeared first on Board Game Design Lab.
Justin Chu, founder of Mobo Games, discusses how to design board games made specifically for the digital space.
We talk about the pros and cons of digital-only board games along with the many things to think about and to be aware of when traveling into this side of the market.
The post How to Design Digital Board Games with Justin Chu appeared first on Board Game Design Lab.
Debbie Moynihan, COO of White Wizard Games, discusses how to market yourself, your game, and your company.
Whether you’re a designer pitching to a publisher or wanting to run Kickstarter campaigns of your own, you’ll find some great wisdom in this one. Debbie also breaks down the seven P’s of marketing.
The post How to Market Yourself, Your Game, and Your Company with Debbie Moynihan appeared first on Board Game Design Lab.
John D’Angelo, desinger of Runelords, discusses how to receive, process, and utilize feedback.
Whether you’re talking to playtesters, gamers, members of your target audience, or anyone else, it’s important to know how to take in feedback, and it’s vital to know how to use it to make your games better.
And be sure to check out John’s game, Runelords, on Kickstarter HERE.
The post How to Process Feedback with John D’Angelo appeared first on Board Game Design Lab.
Grant Lyon, desinger of Curmudgeon, discusses everything that goes into crafting a fun and humorous gaming experience.
Grant is a professional stand-up comic, and we talk about joke theory, humor in rulebooks, party games, and more.
The post Crafting a Humorous Experience with Grant Lyon appeared first on Board Game Design Lab.
Your friend Ben Moy, desinger of Breakdancing Meeples, discusses his thoughts on how to make the game design space (and subsequently the world) a better and brighter place to be a part of.
We talk about joining communities that resonate with you, like Girls’ Game Shelf and TGC Designer Discussion, using emojis and GIFs to foster relationships, reminding yourself that everyone is a person beyond the screen, owning up to and growing from your mistakes, and more.
Ben devotes a great deal of his time to helping and encouraging others in the game design community and has some great ideas on how we can all work to make this a truly excellent hobby.
The post How to Make the Game Design Community a Brighter Place with Your Friend Ben Moy appeared first on Board Game Design Lab.
Leslie Scott, desinger of Jenga, and Freddie Scott Vollrath, designer of Slappy Camper, discuss what all goes into designing and pitching games for the mass market.
We talk about what makes a game “mass market,” getting games into museums, where to pitch game ideas, and more.
The post How to Design Games for the Mass Market with Leslie Scott and Freddie Scott Vollrath appeared first on Board Game Design Lab.
Mike Lee, professional rulebook writer, discusses how to put together a clear, concise set of rules for your game.
Mike has written rulebooks for publishers like Button Shy Games, and he’s put together the most in-depth rules writing guide I’ve ever seen. We talk about cognitive load, structure, accessibility, and more.
And if you want to dive deeper, make sure to check out the Rulebook Editors’ Hangout Discord channel HERE.
The post How to Write a Great Rulebook with Mike Lee appeared first on Board Game Design Lab.
AJ Brandon, storefront manager at Board Game Bliss, discusses how to make sure your game stands out in retail.
We talk about why some games stay on a store shelf for 2 minutes while other games sit there for 2 years. And we talk about what both designers and publishers can do to get their games noticed.
And be sure to check out AJ’s new podcast about board game design, Fun Problems.
The post How to Stand Out in Retail with AJ Brandon appeared first on Board Game Design Lab.
Emerson Matsuuchi, designer of Century: Spice Road, discusses how to use math to design better games.
We talk about game balance, spreadsheets, mathematical models, and more.
The post Using Math to Design Better Games with Emerson Matsuuchi appeared first on Board Game Design Lab.
Travis Jones, designer of Pendulum, discusses what all goes into the design process for a real-time game.
We talk about time constraints, chaos, analysis paralysis, board layout, and more.
The post Designing a Real-Time Game with Travis Jones appeared first on Board Game Design Lab.
Shannon McDowell, puzzle maker and escape room designer, discusses what designers and publishers need to think about when designing puzzle games and games with puzzles in them.
Shannon has done a ton of research on puzzles and how they relate to culture and cultural biases for Wilfred Laurier University. And she has a great system for defining and understanding the different types of puzzles in games.
[mobileonly]To download this episode to your phone, click <a href=”https://media.blubrry.com/board_game_design_lab/content.blubrry.com/board_game_design_lab/BGDL_209_Shannon_McDowell.mp3″>HERE</a>.[/mobileonly]
The post Puzzles in Games with Shannon McDowell appeared first on Board Game Design Lab.
Jeremy Howard, reviewer at Man vs Meeple, discusses what makes a great solo game.
Jeremy is super passionate about solo games, and we dive into examples of excellent solo games, capturing tension, solo modes for multiplayer games, and more.
[mobileonly]To download this episode to your phone, click HERE.[/mobileonly]
The post What Makes a Great Solo Game with Jeremy Howard appeared first on Board Game Design Lab.
Charlie McCarron, designer of Four Humours, discusses what it looks like for a board game designer to live a creative life
We talk about scheduling, self-care, betting on yourself, inspiration, and more.
And be sure to check out Charlie’s game on Kickstarter HERE.
[mobileonly]To download this episode to your phone, click HERE.[/mobileonly]
The post How to Live a Creative Life with Charlie McCarron appeared first on Board Game Design Lab.
Allen Wolf, founder of Morning Star Games, discusses various ways to promote a game and get the word out about it.
We talk about how to contact game stores, traditional media, digital content creators, and more.
[mobileonly]To download this episode to your phone, click HERE.[/mobileonly]
The post How to Promote a Game with Allen Wolf appeared first on Board Game Design Lab.
The post How to Design Games Online with Bevan Clatworthy appeared first on Board Game Design Lab.
Patrick Lysaght, designer of Commissioned, discusses the process of designing and publishing an expansion for a game.
We talk about the different kinds of expansions, design challenges, and what it takes to bring them to the marketplace.
And be sure to check out Patrick’s expansion to Commission on Kickstarter HERE.
The post How to Design and Publish an Expansion with Patrick Lysaght appeared first on Board Game Design Lab.
Lori Love and Lea Velocci, founders of People for Goldfish, discuss the ins and outs of designing word games.
We talk about components, scoring systems, accessibility, fun factor, and more.
And be sure to check out Lori and Lea’s game Word Hustle on Kickstarter HERE.
The post Designing Word Games with Lori Love and Lea Velocci appeared first on Board Game Design Lab.
Scott Gaeta, founder of Renegade Game Studio, discusses his journey to become one of the most well-known publishing companies in the industry.
We talk about business advice, marketing, game development, and more!
The post How to Run a Publishing Company with Scott Gaeta appeared first on Board Game Design Lab.
Frank West, designer of Isle of Cats, discusses the ins and outs of designing a polyomino game (games with those funny Tetris tiles).
Isle of Cats is one of the best polyomino games on the market, and we get into what makes these games fun, prototyping, and more.
The post How to Design a Polyomino Game with Frank West appeared first on Board Game Design Lab.
Sam Stockton, founder of B.A. Games, discusses everything you need to be planning for and thinking about when demoing your game at conventions (both in-person and online).
Sam has been working conventions for years, and we get into booth setup, hiring volunteers, explaining your game, and more.
The post How to Demo Games at Conventions with Sam Stockton appeared first on Board Game Design Lab.
Dustin Hendrickson, designer of Don’t Let It Die, discusses all the ins and outs of creating your game with Tabletop Simulator.
Dustin has been working with TTS for years, and we cover basically everything you need to know to get your game on the platform and why it’s a good idea to do so.
The post Designing with Tabletop Simulator with Dustin Hendrickson appeared first on Board Game Design Lab.
Stephanie Kwok, designer of Ducks in Tow, discusses the process of simplifying a game down to its best possible version.
Stephanie is both a designer and a publisher, so she offers both perspectives as we talk through ways to trim, cut, slice, and dice a game so that its most fun parts shine through.
The post How to Simplify a Game with Stephanie Kwok appeared first on Board Game Design Lab.
Kirk Dennison, founder of Piecekeeper Games, discusses some pretty heavy topics as we get into self-care, mental health, depression, burnout, and more.
Kirk went through a pretty tough time of life a while back, and we delve into issues that I believe a lot of people are struggling with right now. We also get into strategies for dealing with and overcoming dark times.
And be sure to check out Kirk’s latest project, Rurik: Stone and Blade, on Kickstarter now.
The post Self Care and Dealing with Designer Burnout with Kirk Dennison appeared first on Board Game Design Lab.
Al Leduc, designer of Yukon Airways, discusses what all goes into designing a dice drafting game.
We talk about balance, dice mitigation, why the d6 is king, and more!
The post Dice Drafting Games with Al Leduc appeared first on Board Game Design Lab.
Casey Hill, founder of Hill Gaming Company, discusses the process of turning gamers into raving fans.
Casey works for the software company Bonjoro which is hyper-focused on customer engagement and retention, so we have a lot to chat about when it comes to creating raving fans.
The post How to Turn Gamers into Raving Fans with Casey Hill appeared first on Board Game Design Lab.
In this episode, it’s just me and I’m talking about why game design matters. In a world with so many pressing issues, it’s easy to not realize how important games and game design really are.
I tell some personal stories and also get into where the Board Game Design Lab is headed.
And be sure to check out my latest project, the Board Game Design Starter Kit, on Kickstarter HERE.
The post Why Game Design Matters with Gabe Barrett appeared first on Board Game Design Lab.
Alex Hague, designer of Wavelength, discusses all the ins and outs of designing a party game.
We talk about simplicity, expectations, scoring systems, time constraints, and more!
And be sure to check out Alex’s game, The Fuzzies, on Kickstarter HERE.
The post Designing Party Games with Alex Hague appeared first on Board Game Design Lab.
John de Campos, founder of Terrible Games, discusses everything that goes into creating miniatures for a game.
We talk about the design process, materials, manufacturing, and more.
And be sure to check out John’s game, Token Terrors, on Kickstarter HERE.
The post Miniatures with John de Campos appeared first on Board Game Design Lab.
Malachi Ray Rempen, founder of Itchy Feet, discusses what it means to design more than just a game.
We talk about branding, spinoff products, merchandise, and more.
And be sure to check out Malachi’s game, Roll Camera! , on Kickstarter HERE.
The post Designing More than Just a Game with Malachi Ray Rempen appeared first on Board Game Design Lab.
Jon Vallerand, founder of Subsurface Games, does a deep dive into the mechanism of majorities.
We talk about the best majorities based games, ways to incentivize players, interactive play, and more.
And be sure to check out Jon’s game, With a Smile and a Gun, on Kickstarter HERE.
The post Designing Majorities Based Games with Jon Vallerand appeared first on Board Game Design Lab.
Justin Gary, designer of Ascension, discusses what goes into both designing and publishing games that continue to have new content.
We talk about content creation, different types of expansions, reinventing the fun for a game, and more.
The post Designing Games in a Series with Justin Gary appeared first on Board Game Design Lab.
Rachael Blaske, owner of Five24 Labs, discusses everything that goes into designing and publishing games that can fit in your pocket.
We talk about design constraints, managing expectations, marketing, and more.
The post Designing and Publishing Small Box Games with Rachael Blaske appeared first on Board Game Design Lab.
Corey Konieczka, one of the best designers on the planet, gives us a behind-the-scenes look at his creative process.
We talk about what it’s like to work at Fantasy Flight Games, coming up with ideas, playtesting, and more.
If you’re not familiar with Corey, he’s worked on these games:
The post The Design Process of Corey Konieczka appeared first on Board Game Design Lab.
Shem Phillips and Sam Macdonald, from of Garphill Games, discuss what all goes into designing worker placement games.
We talk about creating unique mechanisms, board design, player interaction, and more.
The post Designing Worker Placement Games with Shem Phillips and Sam Macdonald appeared first on Board Game Design Lab.
Phalgun Polepalli, founder of DICE Toy Labs in India, discusses the process of defining your target audience and creating products for them.
We talk about market research, community building, figuring out your ideal customer, and more.
The post Designing Games for a Specific Audience with Phalgun Polepalli appeared first on Board Game Design Lab.
Danielle Reynolds, designer with DMR Creative Group, discusses the many ways a designer can get involved in the game design community.
We talk about volunteering, design groups, mentorships, and more.
The post How to Get Involved in the Game Design Community with Danielle Reynolds appeared first on Board Game Design Lab.
Christian Martinez discusses the making of his hit game, INIS.
INIS is one of the highest-rated games of all time, and we go into everything from its title to its theme to its mechanisms.
The post The Making of INIS with Christian Martinez appeared first on Board Game Design Lab.
Brad Talton, founder of Level 99 Games, discusses what goes into designing a game that lasts.
We talk about creating games that are easily expandable, are easy to get into but provide depth for long-time players, and creating worlds that players want to keep coming back to.
And be sure to check out Level 99’s latest game, Bullet, on Kickstarter HERE.
The post Designing Games that Last with Brad Talton appeared first on Board Game Design Lab.
Hankerin Ferinale, founder of Runehammer Games, discusses what board game designers can learn from the world of tabletop RPGs.
Hankerin is one of the most creative people I know, and he’s been creating RPG content for years. He has a ton of insight on how RPG concepts can improve board games.
The post What Board Game Designers Can Learn from Tabletop RPGs with Hankerin Ferinale appeared first on Board Game Design Lab.
T.C. Petty III, designer of VivaJava, discusses how to create positive player interaction in your game.
Most games have a tendency to focus on negative interactions between players, but it doesn’t have to be that way!
The post Creating Positive Player Interaction with T.C. Petty III appeared first on Board Game Design Lab.
Assad Quraishi, designer of Genesis: Battle of Champions, how to design a collectible card game and how to run a company with a CCG as your main product.
Assad has been designing CCGs for 20+ years and running his own CCG company for quite a while, so we’re able to explore nearly every angle of this aspect of gaming.
The post How to Design a Collectible Card Game with Assad Quraishi appeared first on Board Game Design Lab.
Chris van der Linden, founder of Loresmyth Games, discusses his journey about going full-time in the gaming industry and how he turned his passion into his profession.
It’s no small task to turn your hobby into a business, so Chris and I talk through how to make it happen, pitfalls, failure, and what the best parts are.
And be sure to check out Chris’s latest RPG supplement on Kickstarter HERE.
The post How to Turn Your Hobby into a Business with Chris van der Linden appeared first on Board Game Design Lab.
Justin Marty, accountant at Anders CPA, discusses everything you need to be thinking about when it comes to taxes and accounting as a game designer or publisher.
Whether you want to just design games on the side, run Kickstarters, or make games your full time job, we go in-depth on everything you should be thinking about to make sure you stay on the IRS’s good side.
The post Accounting, Taxes, and Game Design with Justin Marty appeared first on Board Game Design Lab.
Marco Pecota, designer of Legions of Steel, discusses everything that goes into designing a miniature war game.
Marco has been designing these types of games since the 90s, and we go into combat systems, movement, metal vs plastic, and everything in between.
And be sure to check out Marco’s miniatures packs on Kickstarter HERE.
The post How to Design Miniature War Games with Marco Pecota appeared first on Board Game Design Lab.
Ignacy Trzewiczek, founder of Portal Games and designer of Robinson Crusoe, discusses his company’s motto: Games that tell stories.
We go in-depth into Ignacy’s design process, talk about his most popular games, and get to the heart of what it looks like to create games that have players leaving the table with a story to tell.
The post Designing Games that Tell Stories with Ignacy Trzewiczek appeared first on Board Game Design Lab.
Peter C. Hayward is back on the show, and we’re delving into the secret sauce of his personal design process. Hint: It all hinges on blind playtesting.
Peter is a designer, developer, and publisher, so he has the benefit of seeing games from lots of different angles.
The post The Secret Sauce of Game Design with Peter C. Hayward appeared first on Board Game Design Lab.
It’s just me on the show, and I’m talking about my latest book project called Board Game Kickstarter Advice.
I go through some of my favorite excerpts from the 50 interviews I did for the book and discuss why it’s such good advice if you want to fund a game on Kickstarter.
Be sure to check out my book on Kickstarter HERE.
The post How to Fund a Game on Kickstarter with Gabe Barrett appeared first on Board Game Design Lab.
Charlie Cleveland, professional video game designer and founder of Unknown Worlds Entertainment, discusses the crossover of video games and board games and what board game designers can learn from their digital counterparts.
And be sure to check out Charlie’s game, Vampire Vendetta, on Kickstarter HERE.
The post What Board Game Designers Can Learn from Video Games with Charlie Cleveland appeared first on Board Game Design Lab.
Bez Shahriari, designer of Yogi, discusses how to design not just a game but a gaming system that can support lots of different games.
Bez designed a system called the ELL Deck a while back, and we get into everything a designer has to think about when working on a project that’s going to consist of more than one game.
And be sure to check out Bez’s game system, the ELL Deck, on Kicstarter HERE.
The post Designing a Game System with Bez Shahriari appeared first on Board Game Design Lab.
Victoria Caña and Alex Uboldi, designers of Gladius, discuss the design process for creating a game with betting at its core.
We go into the ins and outs of balancing hidden vs open information, tension, and why people like these games so much.
The post Designing a Betting Game with Victoria Caña and Alex Uboldi appeared first on Board Game Design Lab.
Tim Eisner, designer of Tidal Blades, discusses the design process for creating big games.
Tim is a master of designing games that take up a bunch of space on your table, but his games are also super approachable.
The post Designing Big Games with Tim Eisner appeared first on Board Game Design Lab.
Juma Al-JouJou, designer of Clans of Caledonia, discusses the design process for a farming centric game.
We talk about market economies, resources, balance, and more.
The post Designing a Farming Game with Juma Al-JouJou appeared first on Board Game Design Lab.
Mohamed Alqadi, designer of Conqueror: Final Conquest, discusses what localization is and how you can take it to the next level.
We talk about not only translating a game but also changing the art and gameplay depending on where the game is being sold.
The post Localization with Mohamed Alqadi appeared first on Board Game Design Lab.
Erica Bouyouris, designer of Bosk, discusses what all goes into designing a nature-themed game.
We talk about bringing a theme to life, mechanisms, art, components, and more.
The post Designing a Nature-Themed Game with Erica Bouyouris appeared first on Board Game Design Lab.
David Smith and Travis Winstead, designers of 10 Gallon Tank, discuss what all goes into publishing your first game.
We talk about idea selection, creating a product, long-term planning, and more.
And be sure to check out their game 10 Gallon Tank on Kickstarter HERE.
The post Publishing Your First Game with David Smith and Travis Winstead appeared first on Board Game Design Lab.
For this episode, I’m doing another design diary, and this time I’m talking about my monster-themed football game Dungeon Ball.
I talk about how the game came to be and what went into its design process. I also go into the business side of things and talk about the highs and lows of its Kickstarter campaign.
The post The Making of Dungeon Ball with Gabe Barrett appeared first on Board Game Design Lab.
Mike Gnade, designer of Maximum Apocalypse, Set a Watch, The Few and Cursed, discusses what all goes into designing an adventure game.
We talk about open worlds, story moments, combat, events, luck, and all sorts of other things that come together to make a good adventure game.
The post Designing Adventure Games with Mike Gnade appeared first on Board Game Design Lab.
Martin Gonzalvez, expert print-n-player, discusses why having a print-n-play version of your game is so important.
We talk about best practices and ways to make PnP files with excellence. We also get into some game creation techniques.
The post Designing an Awesome Print-n-Play with Martin Gonzalvez appeared first on Board Game Design Lab.
Andrew Lowen, from Next Level Web, is back to discuss even more things you need to know in order to market a game effectively. We talk about Facebook ads, post-Kickstarter marketing, working with a marketing agency, and more.
The post How to Market a Board Game (Part 2) with Andrew Lowen appeared first on Board Game Design Lab.
Andrew Lowen, from Next Level Web, discusses everything you need to be thinking about when it comes to marketing your game.
We talk email lists, Facebook, timelines, and more. There was so much, in fact, that this podcast will be a 2-part series.
The post How to Market a Board Game (Part 1) with Andrew Lowen appeared first on Board Game Design Lab.
Jayson Smith and Jason Zmuda, from Gold Cauldron Games, discuss the ins and outs of various combat systems.
We talk dice, cards, dexterity and more. And we analyze several “must play” games to learn how to design awesome combat.
The post Combat Systems with Jayson Smith and Jason Zmuda appeared first on Board Game Design Lab.
The post [ANNOUNCEMENT] The Board Game Design Calendar appeared first on Board Game Design Lab.
Chris Totten, designer of La Mancha, discusses the intersection of the fine arts and modern gaming.
Chris is a professor of game design at Kent State University and has written several books on game design.
The post Mixing the Fine Arts with Game Design with Chris Totten appeared first on Board Game Design Lab.
Omar Tarancon, designer of Safari Turbo, discusses how to design a racing game.
We talk about creating tensions, special abilities, board design and more.
The post Designing a Racing Game with Omar Tarancon appeared first on Board Game Design Lab.
Tobias Olsson and Samuel Sapire, from Tea Time Productions, discuss how they get the most out of the themes in their games.
We talk about starting with a theme in mind and making the mechanisms bring it to life, and we go into how to start with mechanisms and add a theme to the mix.
And check out their super thematic biathlon game on Kickstarter HERE.
The post Getting the Most out of a Theme with Tobias Olsson and Samuel Sapire appeared first on Board Game Design Lab.
Toby Truman, warehouse owner and product fulfiller, discusses his best advice on shipping, logistics, and saving money.
This was honestly one of the most enlightening episodes I’ve done, and Toby has great tips and tricks on how to get your game into the world for the best rates.
The post Fulfillment, Shipping, and Logistics with Toby Truman appeared first on Board Game Design Lab.
Jason Brooks, designer of Legacies, discusses his best time management tips.
We talk about all sorts of different ways to make time for game design, and we get into specific strategies for creating habits that make success inevitable.
And be sure to check out Jason’s game, Legacies, which is on Kickstarter HERE.
The post Time Management and Getting Things Done with Jason Brooks appeared first on Board Game Design Lab.
David and Jordanna Santiago, the father/daughter team behind the game Jujo, discuss their process for designing games and how other families can do the same.
We talk about the importance of games as they relate to the development of children, and Jordanna gives lots of advice on how to design alongside kids.
And be sure to check out their game Jujo which is on Kickstarter HERE.
The post Designing Games with Your Kids with David and Jordanna Santiago appeared first on Board Game Design Lab.
For this episode, I’m doing basically a design diary for my latest game, Hunted. I talk about inspiration, playtesting, and development, and I interview the graphic designer and the artist to discuss their creative processes.
Hunted has been a blast to design, and in this episode, I go through all the ins and outs of how it came to be.
The post The Making of Hunted with Gabe Barrett, Drew Corkill, and Jorge Velez appeared first on Board Game Design Lab.
Shawn Stankewich, founder of Flat Out Games, discusses how he’s building a publishing company that’s built on collaboration.
Shawn’s company doesn’t hire out tasks but instead brings on team members who share in both the work and the profits.
And be sure to check out Shawn’s game Calico which is on Kickstarter HERE.
The post Building a Collaboration Based Publishing Company with Shawn Stankewich appeared first on Board Game Design Lab.
Adam McCrimmon, CEO of XYZ Game Labs, discusses how to design games with non-gamers and new gamers in mind.
Adam’s company focuses on gateway games, and they’re constantly trying to get more people into the hobby.
And be sure to check out Adam’s game Arch Ravels which is on Kickstarter HERE.
The post Designing Games for Non-Gamers with Adam McCrimmon appeared first on Board Game Design Lab.
For this episode, it’s just me on the show, and I’m taking some time to look back at where the BGDL has come from, look ahead to where we’re going, and answer your questions.
It’s been an amazing three years of episodes, and I’m excited about what’s next!
The post Celebrating 150 Episodes! with Gabe Barrett appeared first on Board Game Design Lab.
The post [BONUS] Andrew Birkett on Working a Booth at a Convention appeared first on Board Game Design Lab.
Andrew Birkett, founder of Atheris Games, discusses what it looks like to be an indie game publisher.
Andrew has been running his own game company for four years, and we do a deep dive into the ins and outs of the publishing world.
And be sure to check out Andrew’s game Ruins of Mars which is on Kickstarter HERE.
The post Running an Indie Game Publishing Company with Andrew Birkett appeared first on Board Game Design Lab.
The post [BONUS] Glenn Ford on Designing Small Skirmish Games appeared first on Board Game Design Lab.
Glenn Ford, the lead developer for Gaslands, discusses all the ins and outs of being able to legally place the CE mark on the back of your game box.
There are a ton of misconceptions and misinformation about the process, and Glenn goes through everything step-by-step to make sure it’s crystal clear.
And for more reading on CE Marking:
https://www.gov.uk/guidance/toy-manufacturers-and-their-responsibilities (UK government advice)
http://www.btha.co.uk (British Toy and Hobby Association)
And be sure to check out Glenn’s new game Moonflight on Kickstarter HERE.
The post CE Marking and Board Games with Glenn Ford appeared first on Board Game Design Lab.
The post [BONUS] JB Howell on How to Work on Multiple Designs at the Same Time appeared first on Board Game Design Lab.
JB Howell, designer of Flotilla, discusses the three types of creativity and how they relate to game design.
JB is an up and coming designer who I believe will be a household name by the end of this year, and we go into a lot of the ins and outs of his own creative process.
The post The Three Types of Creativity with JB Howell appeared first on Board Game Design Lab.
The post [BONUS] Jamey Stegmaier on How to Win the Spiel des Jahres appeared first on Board Game Design Lab.
Jamey Stegmaier, designer of Tapestry, discusses how to design a civilization game.
Creating a civ game is no small task, and we get into all the ins and outs of putting one together.
The post Designing a Civilization Game with Jamey Stegmaier appeared first on Board Game Design Lab.
The post [BONUS] Odin Phong on Creating an Anthology of Games appeared first on Board Game Design Lab.
Odin Phong, founder of Inkwell Games, discusses how to design a roll and write game.
The roll and write genre has exploded in popularity over the last couple of years, and we get into why people are drawn to them and how to design a good one.
And be sure to check out Odin’s roll and write anthology on Kickstarter HERE.
The post Designing a Roll and Write with Odin Phong appeared first on Board Game Design Lab.
The post [BONUS] Ann Losito on Tips for Streaming appeared first on Board Game Design Lab.
Ann Losito, Twitch streamer with Twist Gaming, discusses how to engage with media as a game designer.
In today’s world, designers and publishers are more and more having to be on top of their media game in order to be successful. Ann and I get into what that looks like.
The post Media and Game Design with Ann Losito appeared first on Board Game Design Lab.
The post [BONUS] Dave Schultze on the Intersection of Industrial Design and Game Design appeared first on Board Game Design Lab.
Dave Schultze, designer of Gridopolis, discusses how to design a game that not only spreads out on the table but also goes up.
Dave has worked for companies like Lego, Hasbro, and Mattel designing toys and games and has a ton of knowledge on how to design three-dimensional games.
The post Designing 3D games with Dave Schultze appeared first on Board Game Design Lab.
The post [BONUS] Lizzy Funkouser on Designing with Kids in the House appeared first on Board Game Design Lab.
Lizzy Funkhouser, designer of Something to Fear, discusses what it looks like to pay attention to detail when designing a game.
Lizzy loves to add Easter egg type details into her games to enhance the gaming experience, and we get into lots of examples and ways to add cool things to a design.
The post Paying Attention to Detail with Lizzy Funkhouser appeared first on Board Game Design Lab.
The post [BONUS] John Brieger on Re-Theming a Game appeared first on Board Game Design Lab.
John Brieger, professional freelancer, discusses what it looks like to make a living working on board games.
John is a designer, developer, editor, and more, and he’s been working on games full-time for about a year.
The post Freelancing in the Gaming Industry with John Brieger appeared first on Board Game Design Lab.
The post [BONUS] Joe Pilkus on Overcoming Failure appeared first on Board Game Design Lab.
Joe Pilkus, professional game developer, discusses the lessons he’s learned from developing games over the years.
Joe has worked on games from Stonemaier Games, Academy Games, and many other major publishers, and he’s been helping fledgling game designers online for years.
The post Lessons Learned from Developing Games with Joe Pilkus appeared first on Board Game Design Lab.
The post [BONUS] Derek Funkhouser on Going from Freelancer to Working for a Publisher appeared first on Board Game Design Lab.
Derek Funkhouser, designer of Walking Dead: Something to Fear, discusses how to design games that create magic moments.
Derek is the lead developer at Skybound Games and loves designing so that players enjoy awesome moments that they’ll talk about for years to come.
The post Creating Magic Moments with Derek Funkhouser appeared first on Board Game Design Lab.
The post [BONUS] Wes Woodbury on Tips and Tricks for Tabletop Simulator appeared first on Board Game Design Lab.
Wes Woodbury, designer of Legends of Novus, discusses how to design a fantasy-themed game.
We talk about world-building, combat systems, art, and more.
And be sure to check out Wes’s fantasy-themed board game on Kickstarter HERE.
The post Designing Fantasy Themed Games with Wes Woodbury appeared first on Board Game Design Lab.
The post [BONUS] Ryan Langewisch on Tile-Placement Games appeared first on Board Game Design Lab.
Ryan Langewisch, designer of Tasty Humans, discusses how to create and update a game quickly and efficiently.
Ryan recently won a 48-hour game jam and has gotten really good at the iteration process.
The post Rapid Iteration with Ryan Langewisch appeared first on Board Game Design Lab.
The post [BONUS] Luke Laurie on Designing Expansions appeared first on Board Game Design Lab.
Luke Laurie, designer of Energy Empire, discusses all the ins and outs of creating a worker placement game.
Luke has a ton of experience with the genre with 4 more worker placement games set to come out over the next 2 years.
The post Designing Worker Placement Games with Luke Laurie appeared first on Board Game Design Lab.
The post [BONUS] Ian Zang on Rondel Games appeared first on Board Game Design Lab.
Ian Zang, developer for Deep Water Games, discusses 4 different types of gamer experiences.
Ian has simplified and categorized different ways that people experience games, and he shares a lot to think about as designers.
The post 4 Types of Gamer Experiences with Ian Zang appeared first on Board Game Design Lab.
The post [BONUS] Nikki Valens on Designing Games with App Integration appeared first on Board Game Design Lab.
Nikki Valens, designer of Mansions of Madness, discusses how to design a narrative driven game.
Nikki has designed some of my absolute favorite games and is a master of creating games that tell good stories.
The post Designing a Narrative Driven Game with Nikki Valens appeared first on Board Game Design Lab.
The post [BONUS] Bob and Ryan Craig on Drawing Inspiration from Retro Games appeared first on Board Game Design Lab.
Bob and Ryan Craig, founders of One Day West Games, discuss how to design a tile-laying game.
Their game, Monster Highway, is a fast-playing tile laying game about escaping from a Godzilla style monster, and they have several other tiling games in the works.
The post Designing a Tile-Laying Game with Bob and Ryan Craig appeared first on Board Game Design Lab.
The post [BONUS] Geert Sillevis on Translating a Game appeared first on Board Game Design Lab.
Geert Sillevis, founder of Mystery City Games, discusses how to design an outdoor escape room type of game.
Geert’s game, “A Secret Sender,” is designed to help tourists experience Amsterdam while also enjoying a mystery game. (And it has a 5-star rating on Trip Advisor.)
The post Outdoor Mystery Games with Geert Sillevis appeared first on Board Game Design Lab.
The post [BONUS] Elizabeth Hargrave on How to Get More Women into Game Design appeared first on Board Game Design Lab.
Elizabeth Hargrave, designer of Wingspan, discusses how to design engine building games.
Wingspan is ranked in the top 100 on Board Game Geek, and we talk a lot about Elizabeth’s design process for creating the game.
The post Designing an Engine Building Game with Elizabeth Hargrave appeared first on Board Game Design Lab.
The post [BONUS] Evan Derrick on the Dos and Don’ts for Artists appeared first on Board Game Design Lab.
Evan Derrick, designer of Detective: City of Angels, discusses his own journey and his advice on how to go pro in the gaming industry.
Evan works for Van Ryder Games and has been a full-time pro for over a year.
And be sure to check out Hostage Negotiator: Career on Kickstarter HERE.
The post Going Pro in the Gaming Industry with Evan Derrick appeared first on Board Game Design Lab.
The post [BONUS] Daryl Andrews on the Best Conventions to Go to as a Designer appeared first on Board Game Design Lab.
Daryl Andrews discusses designing games based on licensed IPs.
Daryl has designed a TON of games based on comics, TV shows, and movies, and he goes through lots of ins and outs on how the process works.
The post Designing Games Based on a Licensed IP with Daryl Andrews appeared first on Board Game Design Lab.
The post [BONUS] Darren Terpstra on Building an Audience through Going to Conventions appeared first on Board Game Design Lab.
Darren Terpstra, designer of Ignite, discusses designing games with multiple moving parts and several mechanisms integrated together.
Ignite has quite a few mechanisms working together, so Darren has had to figure out how to make this concept work in a streamlined way.
And be sure to check out Ignite on Kickstarter HERE.
The post Multiple Mechanisms in a Game with Darren Terpstra appeared first on Board Game Design Lab.
The post [BONUS] Tom Butler on Organizing Game Design Time appeared first on Board Game Design Lab.
Tom Butler, designer of Patriots and Redcoats, discusses the design of historical games.
Tom has specialized in creating games based on history and has lots of interesting insight on the topic.
And be sure to check out Tom’s new game, Paradise Lost, on Kickstarter HERE.
The post Designing Historical Games with Tom Butler appeared first on Board Game Design Lab.
The post [BONUS] Adam Chunn and Woody Hutsell on Creating Miniatures appeared first on Board Game Design Lab.
Adam Chunn and Woody Hutsell discuss designing economic games.
Adam and Woody have years of experience working in the real world of finance and economics and decided to design a game that translates those concepts into game mechanics.
Check out their back-alley economic game set in a fantasy world, Plunderbund, on Kickstarter HERE.
The post Designing Economic Games with Adam Chunn and Woody Hutsell appeared first on Board Game Design Lab.
The post [ANNOUNCEMENT] 2019 Board Game Design Challenge appeared first on Board Game Design Lab.
The post [BONUS] Jesse Zamora on Hidden Information Games appeared first on Board Game Design Lab.
The post [BGDL+] Quality vs Quantity, Lessons from Steve Martin, and the Weight Room appeared first on Board Game Design Lab.
Jesse Zamora discusses modifying published games and what can be learned from the process as game designers.
The post Modifying Published Games with Jesse Zamora appeared first on Board Game Design Lab.
The post [BONUS] John Coveyou on Building a Brand appeared first on Board Game Design Lab.
John Coveyou, founder of Genius Games, discusses how to design games that also happen to be educational.
John is the designer of Cytosis, Subatomic, Ion, and several other well-received science based games, and he’s really figured out how to take scientific ideas and translate them into enjoyable games.
The post Fun AND Educational Games with John Coveyou appeared first on Board Game Design Lab.
The post [BONUS] Peter C. Hayward on Designing 2nd Editions appeared first on Board Game Design Lab.
Peter C. Hayward, founder of Jellybean Games, discusses how to be a great playtester.
Peter often gets paid by publishers to playtest games and probably playtests more games than anyone you know. He’s got great advice on what it looks like to be the most helpful playtester at the table.
Be sure to check out Peter’s new game on Kickstarter HERE.
The post How to Be a Great Playtester with Peter C. Hayward appeared first on Board Game Design Lab.
The post [BONUS] Noel Gussen on Workflow and Organization appeared first on Board Game Design Lab.
Noel Gussen, designer of Deckfighters, discusses designing a game with multiple win conditions.
Noel’s MMA style card game has lots of ways to win (and lose), so we talk through different ways to add multiple end-game triggers.
The post Multiple End Game Triggers with Noel Gussen appeared first on Board Game Design Lab.
The post [BONUS] Jay Cormier on Managing Multiple Designs at the Same Time appeared first on Board Game Design Lab.
Jay Cormier, designer of Belfort and tons of other games, discusses tons of ins and outs of playtesting.
Jay has been designing games for over 15 years and has a ton of experience and advice on how to get to the best game possible.
And be sure to check out Jay’s playtest journal on Kickstarter HERE.
The post Playtesting Pro Tips with Jay Cormier appeared first on Board Game Design Lab.
The post [BONUS] Joe Slack on Going Pro in the Gaming Industry appeared first on Board Game Design Lab.
Joe Slack, college instructor of game design, discusses the ins and outs of teaching game design to other people.
Joe recently went full-time in the gaming industry and is focussing on helping others learn how to bring their games to life.
And be sure to check out Joe’s board game design course HERE.
The post Teaching Game Design with Joe Slack appeared first on Board Game Design Lab.
The post [BONUS] Patrick Rauland on Designing Asymmetrical Games appeared first on Board Game Design Lab.
The post [ANNOUNCEMENT] Learn How to Design Great Games People Love appeared first on Board Game Design Lab.
Patrick Rauland, designer of Fry Thief, discusses product management and how it relates to game design.
Patrick has worked as a pro product manager in the software industry, and there are tons of ways that understanding product management will make you a better designer in everything from prototyping to playtesting to running a Kickstarter.
Patrick’s game, Fry Thief, is on Kickstarter right now and is already fully funded. Check it out HERE.
The post Product Management and Game Design with Patrick Rauland appeared first on Board Game Design Lab.
The post [BONUS] Jason Tagmire on Kickstarting Small Games appeared first on Board Game Design Lab.
Jason Tagmire, founder of Button Shy Games, discusses the process of designing and publishing small games that pack a big punch.
Jason’s company specializes in 18 card games, and he’s become a master at packing a ton of game into a small package.
And check out Button Shy’s latest game on Kickstarter HERE.
The post Small Games that Pack a Big Punch with Jason Tagmire appeared first on Board Game Design Lab.
The 2nd edition will hit Kickstarter on February 19th, so be sure to check it out!
The post [BGDL+] Interviewing Reiner Knizia for the 2nd Edition of the Board Game Design Advice Book appeared first on Board Game Design Lab.
The post [BONUS] Eric Rayl on How to Film a Great Video appeared first on Board Game Design Lab.
For the past 3 years, Eric Rayl has been traveling around the world interviewing some of the best designers in the world about their games, their processes, and their experiences in the industry.
Check out the documentary HERE.
The post The Game Designers Documentary with Eric Rayl appeared first on Board Game Design Lab.
The post [BONUS] Bill Lasek on the 5 Starting Points for Design appeared first on Board Game Design Lab.
Bill Lasek, designer of Koi, discusses how to design programmable action games.
Programmable actions provide really interesting options for players and create really interesting challenges for designers. Bill’s game, Koi, programs fish moving around a pond, so he has first-hand experience with this type of game.
The post Programmable Action Games with Bill Lasek appeared first on Board Game Design Lab.
The post [BONUS] James Van Niekerk on Approaching Publishers appeared first on Board Game Design Lab.
James Van Niekerk, professional graphic designer and creator of Valor & Villainy, discusses colors, fonts, hierarchies, and tons of other concepts that you need to think about when working through the graphic design of a game.
The post Board Game Graphic Design with James Van Niekerk appeared first on Board Game Design Lab.
The post [BONUS] Tim Fowers on Connecting with Gamers appeared first on Board Game Design Lab.
Tim Fowers, designer of Burgle Bros and Fugitive, discusses how to design deduction games.
Fugitive is one of my favorite deduction games, and Tim’s next game, Sabotage, is also a really cool deduction game coming out later this year.
The post Designing Deduction Games with Tim Fowers appeared first on Board Game Design Lab.
The post [BONUS] Steven Aramini on Re-Theming a Game appeared first on Board Game Design Lab.
Steven Aramini, designer of Animal Kingdoms, discusses how to design an area control game.
Animal Kingdoms won the 2018 Cardboard Edison award and is a really clever, card-driven area control game.
The post Designing Area Control Games with Steven Aramini appeared first on Board Game Design Lab.
The post [BONUS] Fabian Zimmermann on Roll & Write Games appeared first on Board Game Design Lab.
Fabian Zimmermann, designer of Goodcritters, discusses how to design a negotiation game.
Goodcritters is the most recent game in the Dice Tower Essentials line, and negotiation is the core of the game.
The post Designing a Negotiation Game with Fabian Zimmermann appeared first on Board Game Design Lab.
The post [BONUS] Darwin Kastle on Starting a Board Game Company appeared first on Board Game Design Lab.
Darwin Kastle, from White Wizard Games, discusses how to design a deck builder.
Darwin is a hall of fame Magic: the Gathering player and has a TON of experience designing card games. His most popular games are Star Realms and Hero Realms.
The post Designing a Deck Building Game with Darwin Kastle appeared first on Board Game Design Lab.
The post [BONUS] Rita Orlov on Adding Mystery to a Game appeared first on Board Game Design Lab.
Rita Orlov discusses how to design a good puzzle game.
Through her company, Post Curious, Rita designs deeply immersive games for people who enjoy a good challenge.
The post Designing Puzzle Games with Rita Orlov appeared first on Board Game Design Lab.
The post [BONUS] Dan & Connie Kazmaier on In-Game Economy Systems appeared first on Board Game Design Lab.
Daniel and Connie Kazmaier discuss how they put together a rather large online playtesting group for their game, Chai.
They have nearly 800 playtesters in their group and go into how they’ve nurtured and developed it.
The post Creating an Online Playtesting Group with Daniel & Connie Kazmaier appeared first on Board Game Design Lab.
The post [BONUS] The Importance of Narrative in Games with Stephen & Michael Stagliano appeared first on Board Game Design Lab.
Stephen and Michael Stagliano discuss designing an RPG system. They’ve been working on their own tabletop RPG game, and they run a podcast, both called Tavern of Heroes.
They’ve been playing and designing role playing games for years, and we have a lively discussion on the ins and outs of putting one together. These guys have an incredibly high charisma modifier, haha.
The post Designing a Tabletop RPG with Stephen & Michael Stagliano appeared first on Board Game Design Lab.
Jamey Stegmaier and I discuss what went wrong with my Kickstarter campaign and what I’m doing differently for the relaunch.
Check out the relaunch of The Final Flicktier HERE.
The post [BGDL+] My Kickstarter Post Mortem appeared first on Board Game Design Lab.
The post [BONUS] Aron West on Building a Fanbase appeared first on Board Game Design Lab.
Aron West, designer of Catacombs, discusses the art and challenges in designing dexterity games with depth. He’s been designing and publishing these types of games for years and has a ton of insight on the topic.
And be sure to check out the latest version of Catacombs HERE.
The post Designing Dexterity Games with Aron West appeared first on Board Game Design Lab.
The post [BONUS] Jackson Pope on the Ups and Downs of Publishing appeared first on Board Game Design Lab.
Jackson Pope, founder of Eurydice Games, talks about designing and putting together hand made games.
Jackson has been hand crafting and selling his games for years and has a ton of insight on the topic.
You can find the episode HERE.
The post Designing Hand Crafted Games with Jackson Pope appeared first on Board Game Design Lab.
The post [BGDL+] When Gatekeepers Say No, Creating Must-Have Components, and Using Video in Design appeared first on Board Game Design Lab.
The post [BONUS] David Abelson on Bringing Family into Game Design appeared first on Board Game Design Lab.
David Abelson, founder of Fisher Heaton Games, talks about designing abstract games.
David’s abstract game, Intelle, is a brain burning 2 player experience with a theme that actually makes sense.
And be sure to check out the solo expansion for Intelle on Kickstarter HERE.
The post Designing Abstract Games with David Abelson appeared first on Board Game Design Lab.
The post [BONUS] Dustin Staats on Contributing to the Board Gaming Community appeared first on Board Game Design Lab.
Dustin Staats, founder of Board Gaming with English, talks about using and designing games in the classroom.
Dustin has taught all over the worlds and regularly uses games to reinforce different concepts his students are learning.
The post Gaming in the Classroom with Dustin Staats appeared first on Board Game Design Lab.
The post [BONUS] Jamey & Gabe on Designing The Final Flicktier appeared first on Board Game Design Lab.
Jamey Stegmaier is guest hosting, and we’re celebrating 100 episodes of the show!
We’re talking past, present, and future with lots of interesting things thrown in.
The post Celebrating 100 Episodes! appeared first on Board Game Design Lab.
The post [BONUS] Calum Taylor on Designing in Isolation appeared first on Board Game Design Lab.
Calum Taylor, designer of Motora, talks about balancing luck with player agency.
It’s good to have luck to keep a game unpredictable, but if it goes too far, players will feel like the game is playing them. You need to make sure players feel in control while also allowing for cool “plot twist” moments.
And be sure to check out Calum’s game on Kickstarter HERE.
The post Randomness and Player Agency with Calum Taylor appeared first on Board Game Design Lab.
The post [BONUS] Nick Kopp on Bar Codes and SKUs appeared first on Board Game Design Lab.
Carla Kopp, founder of Weird Giraffe Games, talks about designing light (or filler) games.
Carla’s company focuses on this type of games, and she’s designed several herself, so she definitely understands the topic well.
The post Designing Light Games with Carla Kopp appeared first on Board Game Design Lab.
The post [BONUS] Julio Nazario on Getting Inspired appeared first on Board Game Design Lab.
Julio Nazario, winner of the HABA Games design challenge, talks about game components and interesting ways to use them.
Julio has been designing some really innovative games using components in really cool ways.
The post Innovative Uses of Game Components with Julio Nazario appeared first on Board Game Design Lab.
The post [BONUS] Isaac Vega on Working on Games in a Series appeared first on Board Game Design Lab.
Isaac Vega, designer of Dead of Winter, Ashes, and many others, talks about how to balance a game.
Isaac has designed some of the best games in the world and has really figured out how to make sure a game feels balanced to its players.
The post Balancing a Game with Isaac Vega appeared first on Board Game Design Lab.
The post [BONUS] Alex Maklai on Pirate Themed Games appeared first on Board Game Design Lab.
Alex Macklai, designer of Sea of Nadia, talks about augmented reality and board games.
Alex has been working on an AR-centric game for 2 years and has some interesting insight on the topic.
For more info: www.maclaysgames.com
The post Augmented Reality and Board Games with Alex Maklai appeared first on Board Game Design Lab.
The post [BONUS] Curt Covert’s Best Advice after 15 Years in the Industry appeared first on Board Game Design Lab.
For all the details about Ignite, check out boardgamedesignlab.com/ignite/.
The post [ANNOUNCEMENT] Ignite Conference 2018 appeared first on Board Game Design Lab.
Curt Covert, designer of Tower of Madness and owner of Smirk & Dagger Games, talks about take-that games.
Curt has been designing back-stabby games for years and is a wealth of information and insight on the topic. And he’s a ton of fun to talk to!
The post Take That Games with Curt Covert appeared first on Board Game Design Lab.
The post [BONUS] Assad Quraishi on Designing CCGs appeared first on Board Game Design Lab.
Assad Quraishi, designer of Genesis: Battle of Champions, talks about playtesting.
Assad is a professional user interface designer and has a ton of insight on testing.
Resources mentioned in the show:
The post Playtesting with Assad Quraishi appeared first on Board Game Design Lab.
The post [BONUS] Sami Laakso on How to Price a Game appeared first on Board Game Design Lab.
Sami Laakso, designer of Dale of Merchants, talks about designing expansions.
Sami recently put together a pretty substantial expansion for his own game and has a good bit of insight on the topic.
And be sure to check out Sami’s game and expansion on Kickstarter HERE.
The post Designing Expansions with Sami Laakso appeared first on Board Game Design Lab.
The post [BONUS] Dan Peterson on How to Present at a Publisher Speed Dating Event appeared first on Board Game Design Lab.
Dan Peterson, head developer at Mayday Games, talks about how to streamline a game by removing math.
We discuss why this is important in today’s market and various ways on how to do it effectively.
The post Removing Math from Games with Dan Peterson appeared first on Board Game Design Lab.
The post [BONUS] Marilia Poggiali on Bringing a Place to Life appeared first on Board Game Design Lab.
Marilia Poggiali, designer of San Francisco vs Fog, talks about the personal tragedies she’s experienced and how game design and starting a publishing company have helped her overcome pain and find catharsis.
And be sure to check out San Francisco vs Fog on Kickstarter HERE.
The post The Cathartic Power of Game Design with Marilia Poggiali appeared first on Board Game Design Lab.
The post [BONUS] Callin Flores on Designing Super Hero Games appeared first on Board Game Design Lab.
Callin Flores, designer of Guardians, discusses how the finer details of creating a shuffle builder. (Games like Smash Up.)
Callin’s game takes the shuffle building mechanism to new places, and he has a lot of insight on these types of games.
The post How to Design a Shuffle Builder with Callin Flores appeared first on Board Game Design Lab.
The post [BONUS] Corry Damey on Designing Micro Games appeared first on Board Game Design Lab.
Corry Damey, designer of Seasons of Rice and winner of the BGDL Design Challenge, discusses how he’s managed to win 3 design competitions.
The post How to Win a Design Competition with Corry Damey appeared first on Board Game Design Lab.
The post [BONUS] Bez Shahriari on Standing out at Conventions appeared first on Board Game Design Lab.
Bez Shahriari, designer of Yogi, discusses the ins and outs of creating a game made specifically for families.
We go into why family games are so good for helping kids as they grow up, and we talk about a lot of things to consider when making these types of games.
The post Designing Family Games with Bez Shahriari appeared first on Board Game Design Lab.
The post [BONUS] Dr. Corey Butler on Game Rating Systems appeared first on Board Game Design Lab.
Dr. Corey Butler, social psychologist and avid gamer, has been conducting research on gamers for a while and has some really interesting information on player psychology based on both his formal training and his research.
And check out all the really cool articles and research findings on Corey’s blog HERE.
The post Player Psychology with Dr. Corey Butler appeared first on Board Game Design Lab.
The post [BONUS] Greg Loring-Albright on the Power Games Have to Make a Difference appeared first on Board Game Design Lab.
Greg Loring-Albright is back on the show, and we’re talking about games that don’t exist on a board or even at a table.
Greg has been designing games that pervade into spaces much bigger than your dining room table, and he has some really interesting insight on how and why these games work.
The post Pervasive Games with Greg Loring-Albright appeared first on Board Game Design Lab.
The post [BONUS] Kirk Dennison on Pledge Managers appeared first on Board Game Design Lab.
Kirk Dennison of Piecekeeper Games is back on the show, and we’re talking about the various uses of 3D printing in game design.
Kirk got into the world of 3D printing a while back and has found a lot of ways to put it to good use in his designs and for his company.
And check out Kirk’s latest game, Rurik: Dawn of Kiev, which is on Kickstarter now. It’s got some really cool minis.
Notes from the show:
The post 3D Printing and Game Design with Kirk Dennison appeared first on Board Game Design Lab.
Coming to you from Dice Tower Con 2018, Eric Lang had a free 20 minutes and agreed to answer some questions, so we found a not so quiet side room to chat.
Eric gives his best advice on several design topics, and he provides incredible insight that all designers need to pay attention to.
The post Eric Lang’s Best Advice appeared first on Board Game Design Lab.
BGDL founder, Gabe Barrett, talks about many of the really cool and helpful creativity/productivity hacks he’s been learning about recently.
He discusses some rather interesting findings that have come from researching some of the best in the world in different fields. There are also a lot of things that you’ll hopefully find encouraging.
The end of this episode has an exciting announcement in which Gabe talks about the new BGDL Patreon page. Please check out the page and consider supporting it HERE.
The post Hacking Creativity to Become the Best in the World with Gabe Barrett appeared first on Board Game Design Lab.
The post [BONUS] Adrienne Ezell on Making Prototypes on the Cheap appeared first on Board Game Design Lab.
Adrienne Ezell, professional board game artist and art director, discusses how to work effectively with artists.
Adrienne has been a pro artist for 15 years and now works full time in the board game industry. We talk communication, contracts, timelines, costs, and everything in between.
Link to the 3d box maker we discussed: https://www.boxshot.com/
The post How to Work with Artists with Adrienne Ezell appeared first on Board Game Design Lab.
The post [BONUS] Ted Alspach on Tile Placement Games appeared first on Board Game Design Lab.
Ted Alspach, designer Suburbia of and founder of Bezier Games, discusses city building games.
Suburbia is ranked 94th on Board Game Geek and is easily on the Mount Rushmore of city building games, so Ted really knows what he’s talking about when it comes to designing one of these types of games.
The post City Building Games with Ted Alspach appeared first on Board Game Design Lab.
The post [BONUS] Nolan Nasser on Developing Games for a Licensed IP appeared first on Board Game Design Lab.
Nolan Nasser, illustrator and founder of Deep Water Games, discusses art direction in board games.
Nolan has a ton of experience in directing art for well known games and shares a great deal of what he’s learned over the years.
The post Art Direction in Games with Nolan Nasser appeared first on Board Game Design Lab.
The post [BONUS] Cody Stevens on Volunteering at a Convention for a Publisher appeared first on Board Game Design Lab.
Cody Stevens, the designer of Dino Dunk, discusses dexterity games.
We talk about lots of different dexterity style games, how they work, and what makes them good.
The post Designing Dexterity Games with Cody Stevens appeared first on Board Game Design Lab.
The post [BONUS] Joseph Z Chen on How to Build an Email List appeared first on Board Game Design Lab.
Joseph Z Chen discusses catch-up mechanisms.
Joseph is a designer and indie publisher who did a fairly in-depth analysis on ways different games keep players involved until the end. We talk about several popular games and their catch-up mechanisms as well as Joseph’s personal experiences.
And don’t forget to check out Joseph’s game, Fantastic Factories, on Kickstarter HERE.
The post Catch-Up Mechanisms with Joseph Z. Chen appeared first on Board Game Design Lab.
Erin Dean, author of For the Love of Board Games, discusses her book and what she learned from the designers she interviewed.
You can check out Erin’s documentary, The Board Game Boom, here.
The post For the Love of Board Games – A Book by Erin Dean appeared first on Board Game Design Lab.
Here’s Daniel’s article about receiving feedback from a design contest.
The post [BONUS] Daniel Fremgen on Receiving Feedback from a Design Contest appeared first on Board Game Design Lab.
Matt Holden discusses the Indie Game Alliance.
Matt started the IGA four years ago to help small publishers and designers get their games demoed at conventions and game stores, and it’s grown into a robust organization that offers quite a few services.
The post The Indie Game Alliance with Matt Holden appeared first on Board Game Design Lab.
The post [BONUS] Brad Talton on How to Build a Game Company appeared first on Board Game Design Lab.
Brad Talton, designer of BattleCon and Pixel Tactics, discusses dueling games.
Brad has been creating dueling combat games for years and has found incredible success with his company, Level 99 Games.
The post Dueling Games with Brad Talton appeared first on Board Game Design Lab.
The post [BONUS] Richard Garfield on Collectible Card Games appeared first on Board Game Design Lab.
I’ve got some exciting announcements for the BGDL:
1) I’m starting a new thing that will hopefully lead to an even greater sense of community. Today, with the incredible help of Chris Perea, a BGDL Discord server has launched which will offer you another way to interact with others in the community and will lead to…
2) BGDL Game Nights. I want to provide opportunities for people (especially those in more isolated locations) to be able to get together and play games. Both published games and prototypes. So, the BGDL is going to start hosting regular game nights through Discord and Tabletop Simulator. The first game night will be May 12th.
3) Giveaway. We’re giving away 2 copies of Tabletop Simulator. All you have to do is fill out this short form and you’ll be entered to win. The form will give us a better idea about what the community wants as far as game nights are concerned.
4) Game design tutorial videos. Chris Perea is putting together regular content to teach you how to do various design related tasks, starting with getting your game setup on Tabletop Simulator. Please subscribe to the BGDL Youtube channel to see all the current and future how-to guides.
The post Coming Attractions for the BGDL appeared first on Board Game Design Lab.
Richard Garfield, designer of Magic: The Gathering and a ton of other great games, discusses how to use luck and skill effectively in game design.
Richard belongs on the game design Mount Rushmore and has awesome insight and advice.
The post Luck vs Skill with Richard Garfield appeared first on Board Game Design Lab.
The post [BONUS] Jon Mietling on Portable Games appeared first on Board Game Design Lab.
Jon Mietling, designer of Palm Island, discusses how to effectively design a game with multi-use cards.
Jon ran an incredibly successful Kickstarter for Palm Island which is rather innovative game that focusses solely on multi-use cards as its core mechanism.
The post Multi-Use Cards with Jon Mietling appeared first on Board Game Design Lab.
For the written rules and submission form, go HERE.
The post [BONUS] 2018 Game Design Challenge appeared first on Board Game Design Lab.
The post Pitches & Sell Sheets with Jeremy Commandeur appeared first on Board Game Design Lab.
The post [BONUS] Justin Jacobson on Managing Hype and Expectations appeared first on Board Game Design Lab.
Justin Jacobson, founder of Restoration Games, discusses the process of bringing a game back to life.
Justin’s entire business model is built on taking old games off the shelf and breathing new life into them, and he offers great insight on how to do it. If you’ve got some old games of your own that you shelved for whatever reason, you just might get some ideas on how to bring those back.
The post Bringing Old Designs Back to Life with Justin Jacobson appeared first on Board Game Design Lab.
The post [BONUS] Peter Hayward on Attending a Prototype Convention appeared first on Board Game Design Lab.
Peter Hayward, founder of Jellybean Games, discusses the two types of cooperative games and what makes them work.
Peter plays hundreds of prototypes a year, and he’s noticed some serious issues with the majority of the co-op prototypes he sees.
The post The Two Types of Cooperative Games with Peter Hayward appeared first on Board Game Design Lab.
The post [BONUS] Brandon Rollins on Playtesting appeared first on Board Game Design Lab.
Brandon Rollins, designer of Highways & Byways, discusses accessibility in games and ways to make your designs more inclusive.
Brandon is an avid blogger and consistently writes great content to help game designers.
Meeple Like Us accessibility reviews
Color palettes for color blindness
10 Quick Accessibility Wins for Game Developers
And make sure to check out Brandon’s latest Kickstarter campaign HERE.
The post How to Make Your Game More Accessible with Brandon Rollins appeared first on Board Game Design Lab.
The post [BONUS] Jerry Hawthorne on How to Demo a Game at a Convention appeared first on Board Game Design Lab.
Jerry Hawthorne, designer of Stuffed Fables, discusses story driven games and how to use narrative to create incredible gaming experiences.
Jerry is a long-time veteran of the industry and specializes in games that evoke stories.
The post Story Driven Games with Jerry Hawthorne appeared first on Board Game Design Lab.
The post [BONUS] Adam Rehberg on Balancing Life, Work, and Game Design appeared first on Board Game Design Lab.
Adam Rehberg, owner of Adam’s Apple Games, discusses the finer details on what makes a box functional, fashionable, and provocative.
For his day job, Adam is a packaging engineer for Target, so he definitely knows what he’s talking about.
If you have box questions for Adam, you can find him on Twitter HERE.
And be sure to check out his 3d sword building game, Swordcrafters, which is on Kickstarter now.
The post Boxes and Packaging that Sell with Adam Rehberg appeared first on Board Game Design Lab.
The post [BONUS] Vincent Vergonjeanne on Licensing an IP for a Game appeared first on Board Game Design Lab.
Vincent Vergonjeanne, founder of Lucky Duck Games, discusses games that use digital components in their design.
Vincent runs his own video game company and has been quite successful in both the digital space and the board game industry, so he really knows a lot about this topic.
The post Designing Games with Digital Elements with Vincent Vergonjeanne appeared first on Board Game Design Lab.
The post [BONUS] Jason Mowery & Chase Williams on Designing Heist Games appeared first on Board Game Design Lab.
Jason Mowery and Chase Williams, designers of The Big Score, discuss the process of co-designing a game.
We talk scheduling, conflict management, and more. Also, you can check out their new game on Kickstarter HERE. (It’s basically Ocean’s 11, the board game.)
The post Working with a Co-Designer with Jason Mowery and Chase Williams appeared first on Board Game Design Lab.
The post [BONUS] Petter Olsen on How to Create a Great Looking Prototype appeared first on Board Game Design Lab.
Petter Olsen, designer of Kill the King, discusses the king of the hill mechanism. (We also might go into propane and propane accessories…)
Petter’s new game hinges on this particular mechanism, so he knows a lot about what makes it work well. You can check out his new game on Kickstarter HERE.
The post The King of the Hill Mechanism with Petter Olsen appeared first on Board Game Design Lab.
The post [BONUS] Greg Loring-Albright on How to Recover from Failure appeared first on Board Game Design Lab.
Greg Loring-Albright, designer of Leviathan, discusses the ins, outs, and what-have-yous of micro games. He brings up some great points about designing small games that carry a big experience.
The post Designing Micro Games with Greg Loring-Albright appeared first on Board Game Design Lab.
The post [BONUS] Jon Gilmour on Post-Apocalyptic Games appeared first on Board Game Design Lab.
Jon Gilmour, designer of Dead of Winter, discusses how to design the experiences and themes that people can’t wait to get their hands on. Jon just seems to have an innate ability to design games that go hand in hand with what people are excited about, and he gives me a tour behind the curtain on how he does it.
Jon also goes into a great deal of general design advice. We talk about working on lots of games at the same time, co-designers, going full time in the industry, and more. We cover a lot in this one.
The post Themes that Sell with Jon Gilmour appeared first on Board Game Design Lab.
The post [BONUS] An In Depth Interview of Gabe Barrett by the Cardboard Herald appeared first on Board Game Design Lab.
Today, it’s just me on the podcast, and I’m discussing creativity, time management, and the future of the BGDL.
I’ve learned a lot of really great stuff about the creative process, and I want to share with you some of the things that have been helping me with my game designs.
And then I want to tell you about the fun and exciting things ahead for the BGDL podcast and community.
The post Creativity and the Future of the BGDL with Gabe Barrett appeared first on Board Game Design Lab.
The post [BONUS] Alan Emrich on Games He Wants to Play and Wants to Publish appeared first on Board Game Design Lab.
Alan Emrich, founder of Victory Point Games, discusses how a publisher approaches the development process when taking a game from prototype to store shelf.
Alan has been in the gaming industry for four decades and brings a great deal of experience and insight into this conversation. Both designers and publishers will benefit from what he has to say here.
The post How a Publisher Develops Games with Alan Emrich appeared first on Board Game Design Lab.
The post [BONUS] Artyom Nichipurov on How to Find Playtesters appeared first on Board Game Design Lab.
Artyom Nichipurov (Arty for short), designer of Guards of Atlantis: Tabletop MOBA, discusses Tabletopia and gives lots of tips and tricks on how to get your prototype up and running on the system.
Tabletopia can be an extremely useful resource for playtesting, demoing, and pitching your game.
If you need some help with the software, Arty has offered to give you a hand. You can reach him at nichipurov (at) gmail (dot) com.
Also, Arty’s game, Warpgate, just launched on Kickstarter. If you like Euro games and/or space games, check it out HERE.
The post Digital Prototyping on Tabletopia with Artyom Nichipurov appeared first on Board Game Design Lab.
The post [BONUS] Don Eskridge on Creating Expansions for a Game appeared first on Board Game Design Lab.
Don Eskridge, designer of The Resistance, discusses all the ins and outs of creating a social deduction game.
The Resistance is one of the most popular games ever made that lets you lie directly to your friends’ faces, and Don has designed several more of these types of games, so he definitely knows what he’s talking about.
And click HERE to check out Don’s latest social deduction game which is on Kickstarter right now.
The post Designing Social Deduction Games with Don Eskridge appeared first on Board Game Design Lab.
The post [BONUS] Dustin Schwartz on How to Go Pro in the Board Game Industry appeared first on Board Game Design Lab.
Dustin Schwartz, professional rulebook writer, discusses what makes a great rulebook and lots of tips and tricks on how to put together a ruleset that’s easy to teach and easy to learn.
Dustin wrote 40 rulebooks in 2017 and is looking to write 100 in 2018, so he’s got a TON of experience on what makes a rulebook great.
For a program that makes adding icons to word docs super easy, check out: www.fontawesome.com
The post How to Create an Awesome Rulebook with Dustin Schwartz appeared first on Board Game Design Lab.
The post [BONUS] Jamey Stegmaier on the Pros and Cons of Leaving Kickstarter appeared first on Board Game Design Lab.
Jamey Stegmaier is back on the show, and we’re talking Legacy Games. Jamey’s game, Charterstone, just came out, and it’s quite possibly the most ambitious Euro game in existence as it takes all the legacy style elements and applies them to a worker placement experience.
Jamey is one of the best designers on the planet, and after Charterstone, he’s got a TON of insight on how to design, develop, and publish a legacy game.
The post Designing Legacy Games with Jamey Stegmaier appeared first on Board Game Design Lab.
The post [BONUS] Matt Leacock on Developing Alternative Versions of Your Game appeared first on Board Game Design Lab.
Matt Leacock, designer of a little game called Pandemic, discusses how to craft the player experience.
Matt is one of the most well-known designers in the world, and he’s learned how to finely tune a game to give players the desired experience. Previously, he worked for companies like Apple and Yahoo developing UX for various products, and he’s been able to bring those ideas into the board game space.
The post Crafting the Player Experience with Matt Leacock appeared first on Board Game Design Lab.
The post [BONUS] Seth Grier on Where He Thinks the Industry Is Headed appeared first on Board Game Design Lab.
Seth Grier, vice president of Quartermaster Logistics, discusses the ins and outs of shipping, fulfillment, and fulfillment services.
Whether you’re looking to ship games out of your garage or hire a service to do it for you, this episode is for you as Seth goes into the nuts and bolts of things to be aware of when shipping board games.
The post Shipping, Fulfillment, and Fulfillment Services with Seth Grier appeared first on Board Game Design Lab.
The post [BONUS] Juliana Patel & Ariel Rubin on How to Run an Effective Co-Design Team appeared first on Board Game Design Lab.
The post Designing Escape Room Games with Juliana Patel and Ariel Rubin appeared first on Board Game Design Lab.
The post [BONUS] Andrew Harmon on How to Reach out to People about Your Kickstarter appeared first on Board Game Design Lab.
Andrew Harmon, designer of Portals and Prophets, discusses religious themed games.
Andrew designed a time travel game with a Biblical theme, and we talk the ins and outs of how to bring a religious themed game to life. We also talk about how not to offend too many people along the way.
Also, Andrew’s game is out on Kickstarter right now. Check it out here.
The post Creating Religious Themed Games with Andrew Harmon appeared first on Board Game Design Lab.
The post [BONUS] Sami Laakso on Creating Family Friendly Art appeared first on Board Game Design Lab.
Sami Laakso, owner of Snowdale Design, discusses how to design a scenario based game.
Sami is both a publisher and a designer, and he’s been working on a campaign driven game with legacy elements for over 2 years. We discuss what he’s learned throughout the design process, and he gives lots of tips and tricks.
And you can find Sami’s scenario game on Kickstarter right now. Check it out here.
The post Designing Scenario Based Games with Sami Laakso appeared first on Board Game Design Lab.
The post [BONUS] Kirk Dennison on How to Dominate a Playtest Convention appeared first on Board Game Design Lab.
Today, Kirk Dennison, owner of Piecekeeper Games, discusses how to efficiently create new versions of a game and iterate like a boss
Kirk is both a publisher and a designer, and he’s obsessed with efficiency. He gets into some serious nuts and bolts about saving time and moving from one version to the next.
And be sure to check out Kirk’s latest game “Gearworks” on Kickstarter.
The post How to Iterate like a BOSS with Kirk Dennison appeared first on Board Game Design Lab.
The post [BONUS] Scott Rogers on Tips and Tricks for Art Direction appeared first on Board Game Design Lab.
Scott Rogers, designer of Rayguns and Rocketships, discusses how to intertwine theme and mechanics.
Scott has been designing both video and board games for years and teaches game design at the University of Southern California. Scott also does the “History of a Board Game” segments on the Dice Tower and Ludology podcasts.
And the Jack Vasal Memorial Fund auction mentioned in the show can be found HERE.
The post Intertwining Theme and Mechanics with Scott Rogers appeared first on Board Game Design Lab.
The post [BONUS] Andrew Birkett on How to Know When to Put a Game on the Shelf appeared first on Board Game Design Lab.
Andrew Birkett, founder of Atheris Games, discusses how he started a publishing company and got his first game 200% funded on Kickstarter.
We talk about tips for pre-campaign preparation, overcoming the mid-campaign slump, finishing strong, and more.
The post How a First Time Publisher Gets Funded on Kickstarter with Andrew Birkett appeared first on Board Game Design Lab.
The post [BONUS] Timo Multamaki on Advice for Non-Native English Speakers who Want to Run a Kickstarter appeared first on Board Game Design Lab.
Timo Multamaki, founder of Dragon Dawn Productions, discusses the many things he’s learned about project management and getting games across the finish line.
Timo has a team of 40+ people from all over the world working on various games, so he’s had to become the glue that holds people together and keeps them on the same page until the games are done.
The post Project Management and Working with Virtual Teams with Timo Multamaki appeared first on Board Game Design Lab.
The post [BONUS] Jamey Stegmaier on Tips and Tricks to Make a Great Rulebook appeared first on Board Game Design Lab.
Jamey Stegmaier is back, and we’re talking about the making of Scythe. We discuss the ins and outs of all the design choices that brought one of the best games in the world to life.
The post The Making of Scythe with Jamey Stegmaier appeared first on Board Game Design Lab.
The post [BONUS] Evan Derrick on Mechanics He Loves to Use appeared first on Board Game Design Lab.
Evan Derrick, designer and part owner of Van Ryder Games, discusses theme and how to really bring it to the forefront in a game.
Evan designed “Detective: City of Angels” which is one of the most thematic games I’ve ever seen, so I pick his brain on what makes a theme really come together.
The post THEME! And How to Bring It Out with Evan Derrick appeared first on Board Game Design Lab.
The post [BONUS] Danny Lott on How to Help Designers Playtest Their Games appeared first on Board Game Design Lab.
Danny Lott, designer of Coma Ward, discusses how to design a horror themed game and really evoke a creepy experience.
This episode has a ton of great advice, but I’m not gonna lie, it gets a little weird in the middle. (You’ll hear what I mean…) We finish strong though, haha.
The post Designing Horror Themed Games with Danny Lott appeared first on Board Game Design Lab.
The post [BONUS] Carla Kopp on How to Run an Effective Playtest appeared first on Board Game Design Lab.
Carla Kopp, founder of Weird Giraffe Games, discusses how she stays on the hustle and gets so much done in design, publishing, playtesting, and Kickstarter.
We talk about the tips and tricks she’s learned to hack her time and consistently make things happen.
The post How to Hustle and Get Things Done with Carla Kopp appeared first on Board Game Design Lab.
The post [BONUS] Jason Perez on Using Games for Therapy appeared first on Board Game Design Lab.
Jason Perez, psychotherapist and host of the Every Night Is Game Night podcast, discusses the different ways people learn and how that should affect rulebook writing.
We go into how the brain works, what makes rules so hard to learn, and more.
The post Learning Styles and Writing Rulebooks with Jason Perez appeared first on Board Game Design Lab.
The post [BONUS] Randy Hoyt on what to Expect when Working with a Publisher appeared first on Board Game Design Lab.
Randy Hoyt, owner of Foxtrot Games, discusses how to turn a game into a product.
We go into marketability, sellability, usability and more.
Randy has been designing and publishing games for a number of years and has a ton of insight on making games that sell.
The post Going from Game to Sellable Product with Randy Hoyt appeared first on Board Game Design Lab.
The post [BONUS] Fabio Del Rio on How to Stand out from the Crowd appeared first on Board Game Design Lab.
Fabio Del Rio, owner of CSE Games, discusses the ins and outs of sports themed games. We go into mechanics, marketability, licensing, challenges, success stories, and more.
Fabio has been publishing sports games for over a decade and brings a lot of wisdom and insight to the episode.
The post Sports Themed Games with Fabio Del Rio appeared first on Board Game Design Lab.
The post [BONUS] Daniel Aronson on How to Go from 0 to 600+ Facebook Likes in 60 Days appeared first on Board Game Design Lab.
Daniel Aronson, professional graphic designer and game designer, discusses the importance of being intentional with all the graphic design in your game. We talk fonts, color choices, layouts, branding, and more in this information full episode.
Daniel is the designer of “El Dorado,” which just launched on Kickstarter. Check it out here.
The post Graphic Design and Its Effect on the Player Experience with Daniel Aronson appeared first on Board Game Design Lab.
The post [BONUS] Lance the Undead Viking on Where He Thinks the Board Game Industry is Headed appeared first on Board Game Design Lab.
Lance Myxter, the Undead Viking, talks about game reviews from a lot of different angles. Lance has done over 1000 reviews and offers a lot of insight on the different ins and outs of the review world.
He does a ton of videos for Kickstarter games and gives some great advice for anyone wanting to travel down that road as well.
The post Let’s Talk Game Reviews with Lance Myxter the Undead Viking appeared first on Board Game Design Lab.
The post [BONUS] Marshall Britt on Whether the Size of a Eurogame Matters appeared first on Board Game Design Lab.
Marshall Britt, owner of Yanaguana Games, talks about all the mistakes he’s made and lessons he’s learned as a small game publisher.
The post Lessons Learned as a Small Publisher with Marshall Britt appeared first on Board Game Design Lab.
The post [BONUS] Hermann Luttmann on Designing a Zombie Game that Stands out from the Crowd appeared first on Board Game Design Lab.
Hermann Luttmann, designer of Dawn of the Zeds, talks about how to design a solo game.
Hermann has created numerous games meant for only one player and offers a ton of interesting insight on how to craft the solitaire experience.
The post How to Design a Solo Game with Hermann Luttmann appeared first on Board Game Design Lab.
The post [BONUS] Denny Weston on Designing Games that Can Be Played on the Road appeared first on Board Game Design Lab.
Denny Weston, designer of Kingdoms Lawn Game, discusses the ins, outs, and challenges of creating a game meant to be played in the great outdoors.
And check out the Kingdoms Lawn Game Kickstarter here.
The post Designing Outdoor Games with Denny Weston appeared first on Board Game Design Lab.
The post [BONUS] James Hudson on His Favorite Non-Family Style Games appeared first on Board Game Design Lab.
James Hudson, owner of Druid City Games, talks about how to create a game that families love to play.
James works full time in the gaming industry, and his company focuses specifically on family games. We talk about what makes a game appealing to families and how to get noticed on Kickstarter.
The post How to Design a Great Family Game with James Hudson appeared first on Board Game Design Lab.
The post [BONUS] Daryl Andrews on Bringing a Licensed IP to Life appeared first on Board Game Design Lab.
Daryl Andrews, designer of Sagrada, discusses how to work on a bunch of designs at the same time.
Daryl has designed around 100 games that are either in stores, in production, or have been signed and are waiting to move forward, so he has a TON of knowledge on the subject.
The post How to Work on Multiple Games at the Same Time with Daryl Andrews appeared first on Board Game Design Lab.
The post [BONUS] Alex Hall & Gin Yu on Creating High Quality Videos appeared first on Board Game Design Lab.
Gin Yu and Alex Hall, filmmakers with Gin and Tonic Films, discuss their new web series Getting on Board.
Gin and Alex have been interviewing and following game designers around for a while and filming their different processes.
I had a ton of fun with this episode, and I think you’ll get a kick out of it as well.
Find them on Facebook here. And Twitter here.
The post Lessons Learned from Following Game Designers Around with Alex Hall and Gin Yu appeared first on Board Game Design Lab.
The post [BONUS] Seth Jaffee on the Value of Playing a Game Multiple Times appeared first on Board Game Design Lab.
Seth Jaffee, designer of Eminent Domain, discusses how to tackle that last 10% of game design that takes a game from merely good to that next level of great.
And be sure to check out the BGDL inspired t-shirt project over at IndieGoGo. Shirts are only available for a very limited time.
The post Taking a Design from Good to Great with Seth Jaffee appeared first on Board Game Design Lab.
The post [BONUS] Richard Launius on Themes He’d Like to See appeared first on Board Game Design Lab.
Richard Launius, designer of Arkham Horror, shares great, veteran advice on how to design an AI system for both co-op and non co-op games.
The post Designing a Good AI System with Richard Launius appeared first on Board Game Design Lab.
The post [BONUS] Tony Miller on Finding Time for Game Design appeared first on Board Game Design Lab.
Tony Miller, attendee of double digit design conventions, discusses why it’s so important to attend design cons and what you need to take with you to get the most out of your experience.
The post Getting the Most out of a Design Convention with Tony Miller appeared first on Board Game Design Lab.
The post [BONUS] Gil Hova on Why Drafting Is Such a Great Mechanic appeared first on Board Game Design Lab.
Gil Hova, designer of The Networks, discusses how to manage a game’s scope and not allow it to get out of hand. We also go into a good bit of detail on abstraction and how vital it is for keeping a game’s scope where it needs to be.
The post Keeping a Design from Getting out of Hand with Gil Hova appeared first on Board Game Design Lab.
The post [BONUS] Daniel Zayas on Kickstarter Features He Wants to See appeared first on Board Game Design Lab.
Daniel Zayas, a member of the Kickstarter Expert program, discusses what the program is and how it works. He also gives some really great advice on how to run a successful Kickstarter campaign.
The post Advice from a Kickstarter Expert with Daniel Zayas appeared first on Board Game Design Lab.
The post [BONUS] Gabe Barrett on Using the Right Tools for the Job appeared first on Board Game Design Lab.
Gabe Barrett, founder of the BGDL, discusses why this hobby of ours matters and why game design is much more than just a fun, little activity. He also shares some stories that relate to design and talks about where the BGDL is headed in the future.
The post Why Game Design Is Important with Gabe Barrett appeared first on Board Game Design Lab.
The post [BONUS] Mike Mihealsick on Why Euro Games Are Awesome appeared first on Board Game Design Lab.
Mike Mihealsick, from Coalition Games, discusses all the lessons and insights he’s learned after facilitating hundreds of blind playtests. Blind playtesting is the purifying fire in which we truly get to find out what our games are made of, and Mike offers a ton of advice on how to navigate the process well.
The post Lessons Learned from Blind Playtesting with Mike Mihealsick appeared first on Board Game Design Lab.
The post [BONUS] Chris Kirkman on Considerations When Designing a Small Game appeared first on Board Game Design Lab.
Chris Kirkman, designer of Fate of the Elder Gods, discusses Cthulhu themed games and what makes them so popular. There’s just something about Cthulhu that continues to intrigue people, and even with all the Cthulhu games that have come out, there’s still a great deal left to be explored.
The post Cthulhu Themed Games with Chris Kirkman appeared first on Board Game Design Lab.
The post [BONUS] Morten Pederson on Writing Rulebooks for Non-Native English Speakers appeared first on Board Game Design Lab.
Morten Pedersen, designer behind the solo modes for games such as Scythe and Viticulture, discusses how to scale a game down to one player and create a great solo experience.
Morten has his own design company that focuses on creating single player systems for games and has even won awards for it. For more, check out Morten’s blog here.
The post Creating a Great Solo Variant with Morten Pedersen appeared first on Board Game Design Lab.
The post [BONUS] Patrick Leder on How to Know When a Game Is Done appeared first on Board Game Design Lab.
Patrick Leder, designer of Vast, discusses what all goes into designing an asymmetrical game. In Vast, each player takes on an incredibly different role with different actions, different win conditions, and different ways to play. And creating a game of this scope is no small task.
The post Designing an Asymmetrical Game with Patrick Leder appeared first on Board Game Design Lab.
The post [BONUS] Chris Rowlands on What RPG Elements He’d Like to See More of in Board Games appeared first on Board Game Design Lab.
Chris Rowlands, designer of Last Garden and host of NPC-Cast, discusses creating awesome content that helps people as much as possible and also builds up goodwill toward you and your games.
The board game community is incredible, and there are tons of opportunities to help fellow designers and add value to what they’re trying to create. And in doing so, you build relationships that will likely lead to people wanting to help you when the opportunity arises.
The post Content as Marketing with Chris Rowlands appeared first on Board Game Design Lab.
The post [BONUS] Rob Daviau on What Themes Need a Legacy Version appeared first on Board Game Design Lab.
Rob Daviau, designer of Pandemic Legacy, and I discuss how to run playtests like an absolute pro.
Rob started designing games for Hasbro before moving into the designer game space, and he has a TON of insight on how to playtest your way to an amazing game.
The post How to Playtest like a Pro with Rob Daviau appeared first on Board Game Design Lab.
The post [BONUS] Brent Kinney on Underutilized Printing Opportunities in Games appeared first on Board Game Design Lab.
Brent Kinney, vice president at Panda Game Manufacturing, discusses the details and nuances of getting your game printed. We talk typical setbacks, what the different phases in the process look like, ways to make the process easier, and much more. Panda GM is one of the major manufacturers of board games in the world, and Brent brings a ton of experience and insight to the discussion.
The post The Ins & Outs of Printing with a Vice President from Panda Game Manufacturing, Brent Kinney appeared first on Board Game Design Lab.
The post [BONUS] Tom Vasel on Where He Hopes the Gaming Industry Goes Next appeared first on Board Game Design Lab.
Tom Vasel, founder of the Dice Tower, discusses some of the many things he’s learned after playing an astronomical number of games. We talk themes, mechanics, Kickstarter, publishing, trends, and tons of other stuff.
Tom has played and reviewed thousands upon thousands of games which has led to some interesting insight on what makes a great game.
The post Lessons Learned from Playing 5000+ Games with Tom Vasel appeared first on Board Game Design Lab.
The post [BONUS] Sen-Foong Lim on Where to Find Components for Your Prototypes appeared first on Board Game Design Lab.
Sen-Foong Lim, designer of Belfort and Junk Art, discusses the many things a good game design space needs and ways to organize it all.
Here are links to some of the resources mentioned in the show:
The post How to Organize a Design Space with Sen-Foong Lim appeared first on Board Game Design Lab.
The post [BONUS] Edo Baraf on How to Create and Manage Kickstarter Stretch Goals appeared first on Board Game Design Lab.
Edo Baraf, designer of Herbaceous, discusses the many different types of custom components you can add to your games and the challenges and considerations that go with each one. We talk custom dice, boards, boxes, inserts, meeples, sleeves, and more. (Not miniatures. That will be its own episode.)
Edo has experience with lots of custom components and offers a ton of insight on the things to be aware of when adding them to your game.
The post Custom Components in Your Game with Edo Baraf appeared first on Board Game Design Lab.
The post [BONUS] Dan Peterson on Themes that Need to Be Explored appeared first on Board Game Design Lab.
Dan Peterson, chief developer and head of new acquisitions at Mayday Games, discusses why a publisher might reject your game and how to handle it.
Dan looks at close to 200 unpublished games a year and has years of experience in finding new games to publish. This episode is packed with great wisdom for anyone wanting to travel down the traditional publishing path.
The post Why a Publisher Might Reject Your Game and How to Handle It with Dan Peterson appeared first on Board Game Design Lab.
The post [BONUS] JT Smith on How to Come Up with Expansion Ideas appeared first on Board Game Design Lab.
JT Smith, designer of The Captain Is Dead, talks about how to design a great cooperative game.
We talk creating tension, alpha players, and the math behind a good AI system. Personally, I think The Captain Is Dead is one of the best co-op games on the market today, and it was great to get JT’s insight on its creation.
The post How to Design a Great Cooperative Game with JT Smith appeared first on Board Game Design Lab.
The post [BONUS] Jamey Stegmaier on How to Approach a Small Publisher with Your Game appeared first on Board Game Design Lab.
Jamey Stegmaier, designer of Scythe, is back on the show, and we’re talking about what the schedule of a pro game designer looks like. It’s easy to have a romanticized idea of what being a full time designer is, but it doesn’t quite line up with reality.
We talk about the daily fires that have to be put out, how to be intentional with your time, ways to become more efficient, and much more.
The post A Day in the Life of a Pro Designer with Jamey Stegmaier appeared first on Board Game Design Lab.
The post [BONUS] Emerson Matsuuchi on His Process of Creating Special Abilities appeared first on Board Game Design Lab.
Emerson Matsuuchi, designer of Specter Ops, goes into all the ins and outs of putting together a hidden movement game.
There are very few hidden movement games out there right now which means there’s still a ton to be explored. Emerson discusses the challenges he faced and his insights on the topic.
The post How to Make a Great Hidden Movement Game with Emerson Matsuuchi appeared first on Board Game Design Lab.
The post [BONUS] Ryan Laukat on Creating Art for a Kickstarter Project appeared first on Board Game Design Lab.
Ryan Laukat, founder of Red Raven Games, discusses how to create a beautiful game that is also functional. Ryan does his own art for all of his games, so he has an incredible understanding of the tug of war a designer and artist can have when trying to make a game look great but also work well for the players.
We also talk about some best practices when hiring and working with an artist.
The post The Intersection of Art and Game Design with Ryan Laukat appeared first on Board Game Design Lab.
The post [BONUS] Jerry Hawthorne on How He Draws Inspiration from Everyday Life appeared first on Board Game Design Lab.
Jerry Hawthorne, designer of Mice and Mystics, discusses the importance of story in games.
Jerry specializes in narrative driven games and has numerous games to his credit. He goes into why people enjoy story in games so much and how you can inject more story into your games. Finally, he gives great advice on what to do first when creating a story driven game.
My favorite idea from the interview: “Create a story. Not a series of incidents.”
The post The Importance of Story in Games with Jerry Hawthorne appeared first on Board Game Design Lab.
The post [BONUS] Stephen Buonocore on Things to Consider when Adding Components to a Game appeared first on Board Game Design Lab.
Stephen Buonocore, president of Stronghold Games, goes into all of the ins and outs of researching publishers, contacting publishers, and pitching your game. We talk in depth on how to do things the right way to give your game the best chance of being signed. Then, Stephen closes the conversation with a couple funny stories about some epic game pitch fails.
The post How to Get Your Game Published with Stephen Buonocore appeared first on Board Game Design Lab.
The post [BONUS] Richard Launius on His Favorite Game Mechanics appeared first on Board Game Design Lab.
Richard Launius, designer of Arkham Horror, gives incredible game design advice, talks Cthulu and what makes a great Cthulu game, and goes into how to make games that create epic experiences that stand the test of time.
This episode is packed full of wisdom from a game design legend.
The post Advice, Cthulu, and How to Create an Epic Gaming Experience with Richard Launius appeared first on Board Game Design Lab.
The post [BONUS] Jay Vales on How to Make a Good “Take That” Game appeared first on Board Game Design Lab.
Jay Vales discusses how his game, Conquest at Kismet, came to be and how it got great reviews but underperformed when it came to sales. We go into the contributing factors and what other designers can learn from the experience.
We also talk about some interesting design concepts, dealing with real-life death, and how even Zee Garcia can’t guarantee you sales.
The post Why Good Reviews Aren’t Always the Magic Bullet with Jay Vales appeared first on Board Game Design Lab.
The post [BONUS] Colby Dauch on Barriers to Entry in Gaming appeared first on Board Game Design Lab.
Colby Dauch, founder of Plaid Hat Games and designer of Summoner Wars, goes in depth on the challenges he faced when he started his own publishing company. We talk about business, life, and work/life balance, and we even get into not letting people discourage you from chasing your dreams.
The article Colby talks about in the show on barriers to entry in tabletop games can be found HERE.
The post Going Pro in the Gaming Industry with Colby Dauch appeared first on Board Game Design Lab.
The post [BONUS] Mike Strickland on Coming up with Alien Races appeared first on Board Game Design Lab.
Mike Strickland, designer of Tau Ceti, and I talk about his Kickstarter failure and what he did to relaunch the campaign to wild success. After an unsuccessful first attempt, Mike regrouped and brought in over $100k the second time around. We discuss what led to the dramatic difference.
Please note that Mike was in a spaceship while recording the episode, so you’ll notice the slight hum of the warp drive in the background. Or maybe it’s just the sound of his computer’s overzealous fan. But since we’re talking about a space game, let’s just pretend he’s on a spaceship.
The post How to Turn Kickstarter Failure into $100K+ Success with Mike Strickland appeared first on Board Game Design Lab.
The post [BONUS] Rahdo on Themes He’d Like to See More Of appeared first on Board Game Design Lab.
The post [BONUS] Luke Laurie on Things All New Designers Need to Know appeared first on Board Game Design Lab.
The post [Bonus] Jamey Stegmaier on his favorite game mechanisms appeared first on Board Game Design Lab.
Rahdo and I discuss 2 player games and how to craft an awesome 2 player experience. We go into specific mechanics that work really well in 2 player games, and we talk through how a designer can make a game scale down to 2 players effectively. After playing nearly 1000 games with just 2 players, Rahdo is an expert on the topic.
Check out Rahdo’s game runthroughs at https://www.youtube.com/user/rahdo.
The post How to Create the Perfect 2 Player Experience with Rahdo appeared first on Board Game Design Lab.
Luke Laurie, designer of The Manhattan Project: Energy Empire, and I discuss all the ins and outs of working with a co-designer. Luke has worked with a co-designer on multiple projects and provides great insight on what’s good and what’s challenging about the process.
Check out more from Luke at The League of Gamemakers.
The post How to Work with a Co-Designer with Luke Laurie appeared first on Board Game Design Lab.
Jamey Stegmaier,Kickstarter guru and designer of Scythe, and I discuss all the things he wishes someone would have told him before he got into game design, kickstarter, publishing, and more. He gives a ton of valuable advice.
For lists of games designers should play, click HERE.
For more from Jamey, check out the Stonemaier Games website.
The post What I Wish I Would Have Known before I Got into Game Design with Jamey Stegmaier appeared first on Board Game Design Lab.
The Board Game Design Lab is a website and podcast that focuses on helping designers make fun and engaging board games.
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The post Welcome to the Board Game Design Lab appeared first on Board Game Design Lab.
En liten tjänst av I'm With Friends. Finns även på engelska.