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.
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.
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.
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.
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.
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!
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.
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.
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.