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...The post Manufacturing Frequently Asked Questions with Hersh Glueck appeared first on Board Game ...
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...The post Entangled Decision Making in Games with Fabio Lopiano appeared first on Board Game Design ...
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...The post How to Put a New Twist on a Familiar Genre with Ariel Rubin and ...
Darren Terpstra, designer of Ignite, discusses what to be aware of when designing games that go up to six or more playersWe 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.
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.
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 Designerser with Nicolas Fournier appeared first on Board Game Design Lab.
Marcel Köhler, designer of Dutch Resistance: Orange Shall Overcome!, discusses what all goes into designing a pick-up and deliver game.We talk about how to make things thematic, the best number of resources, route obstacles, and more. And be sure to check out Marce’s pick-up and deliver game on Kickstarter HERE.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. And be sure to check out Malachi’s expansion for Roll Camera on Kickstarter HERE.The post The Pros and Cons of Doing Everything Yourself with Malachi Ray Rempen appeared first ...
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...The post How to Reach the Next Generation with Lucas Sosnick appeared first on Board Game ...
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...The post Bipolarity, Depression, and Using Game Design to Cope with Morten Monrad Pedersen appeared first ...
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.
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