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Taking a Design from Good to Great with Seth Jaffee

28. Juni 2017 um 19:24

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.

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Keeping a Design from Getting out of Hand with Gil Hova

07. Juni 2017 um 14:32

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.

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Why Game Design Is Important with Gabe Barrett

24. Mai 2017 um 16:46

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.

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Creating a Great Solo Variant with Morten Pedersen

03. Mai 2017 um 15:21

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.

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Lessons Learned from Playing 5000+ Games with Tom Vasel

29. März 2017 um 15:20

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.

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How to Organize a Design Space with Sen-Foong Lim

22. März 2017 um 22:32

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:

Gimp

Canva

Cropodile

Rotary Cutter

 

The post How to Organize a Design Space with Sen-Foong Lim appeared first on Board Game Design Lab.

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Custom Components in Your Game with Edo Baraf

15. März 2017 um 14:22

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.

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A Day in the Life of a Pro Designer with Jamey Stegmaier

22. Februar 2017 um 20:21

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.

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Why Good Reviews Aren’t Always the Magic Bullet with Jay Vales

04. Januar 2017 um 23:59

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.

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How to Work with a Co-Designer with Luke Laurie

14. Dezember 2016 um 02:44

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.

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What I Wish I Would Have Known before I Got into Game Design with Jamey Stegmaier

13. Dezember 2016 um 23:46

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.

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