[BONUS] Daryl Andrews on Bringing a Licensed IP to Life
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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.
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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.
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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.
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.
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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.
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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.
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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.
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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.
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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.
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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.
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