[BONUS] Artyom Nichipurov on How to Find Playtesters
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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