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Published — 18. August 2021 Board Game Design Lab

Skill Barriers in Games with Jeff Fraser

18. August 2021 um 13:08

Jeff Fraser, designer of Cartouche, talks about various skill barriers in games and what you should be aware of when designing games with elements like spatial reasoning, dexterity, memory, math, and negotiation.

We talk about playtesting these elements, designing based on your target audience, and more.

And be sure to check out Jeff’s game, Cartouche, on Kickstarter HERE.​

The post Skill Barriers in Games with Jeff Fraser appeared first on Board Game Design Lab.

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Published — 11. August 2021 Board Game Design Lab

How and Why You Should Create Print-n-Play Games with Rachel Bruner

11. August 2021 um 17:23

Rachel Bruner, designer of Harsh Shadows, talks about how to create print-n-play games and the many reasons why you might want to.

Rachel is super active in the PnP community, and we discuss her thoughts on best practices, tools of the trade, getting a PnP game published, and more.

And here are all the links and whatnot that were discussed on the show:

Print and Play Gaming Facebook Group:
Martin’s Print and Play Hideaway Facebook Group:
Board Game Geek Monthly Print n Play Subscription Thread:
(Subscribe to this list and then go to the last post on the last page to find the current month’s PNP Geeklist.)
BGG Print and Play Guild:
BGG Design Contests Forum:
BGG Works in Progress Forum:
Rachel Bruner’s BGG PNP Geeklist:
(A list of products, tools, and techniques I use, as well as photos and details of my pnp builds.)
Rachel Bruner’s YouTube Channel with PNP tips and tricks:
Martin Gonzalvez’s PNP YouTube Channel:
Dining Table Print and Play YouTube Channel:

The post How and Why You Should Create Print-n-Play Games with Rachel Bruner appeared first on Board Game Design Lab.

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Published — 04. August 2021 Board Game Design Lab

How to Turn a Video Game into a Board Game with Perry Burkum

04. August 2021 um 13:28

Perry Berkum, founder of Game Decks, talks about how to turn a video game into a board game.

Perry’s company has published several board games inspired by video games, and we talk about theme, mechanisms, licensing, marketing, and more.

The post How to Turn a Video Game into a Board Game with Perry Burkum appeared first on Board Game Design Lab.

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Published — 28. Juli 2021 Board Game Design Lab

(Community Spotlight) Using InDesign and Data Merge with Jeff Turner

28. Juli 2021 um 13:32

In another BGDL community spotlight, Jeff Turner, founder of Skip Work Play Games, dives into how to use InDesign to do data merge and speed up your prototyping process.

Data merge makes it easy to edit or change hundreds of cards with one click, and we get into both high-level concepts and technical how-to.

The post (Community Spotlight) Using InDesign and Data Merge with Jeff Turner appeared first on Board Game Design Lab.

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Published — 21. Juli 2021 Board Game Design Lab

Developing Games and Working with Developers with Anthony Howgego

21. Juli 2021 um 13:50

Anthony Howgego, developer at Osprey Games, what goes into developing a game and nearly everything else surrounding development.

We talk about taking games from good to great, how to work with a developer effectively, how to become a developer, and more.

The post Developing Games and Working with Developers with Anthony Howgego appeared first on Board Game Design Lab.

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Published — 14. Juli 2021 Board Game Design Lab

How to Make a Super Thematic Game and Do Research with Dave Beck

14. Juli 2021 um 17:23

Dave Beck, designer of Distilled, talks about improving games through experiential graphic design.

Dave did a TON of research for his latest game, hired experts, and dove as deeply into the theme as he could. So, he’s got a lot of advice for anyone wanting to make a super thematic game.

And be sure to check out Dave’s game, Distilled, on Kickstarter HERE.

The post How to Make a Super Thematic Game and Do Research with Dave Beck appeared first on Board Game Design Lab.

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Published — 07. Juli 2021 Board Game Design Lab

Experiential Graphic Design with Kate Otte

07. Juli 2021 um 13:34

Kate Otte, designer of First Ascent, talks about improving games through experiential graphic design.

Kate is a professional graphic designer, and we get into how to make games more accessible, understandable, and fun using excellent graphic design techniques.

And be sure to check out Kate’s game, First Ascent, on Kickstarter HERE.

The post Experiential Graphic Design with Kate Otte appeared first on Board Game Design Lab.

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Published — 30. Juni 2021 Board Game Design Lab

(Community Spotlight) Evaluating Your Game with SWOT Analysis with Nick Murray

30. Juni 2021 um 13:41

Nick Murray, founder of Bitewing Games, discusses how you can evaluate your game and ideas using SWOT analysis. This is a common technique in the business world to analyze ideas, products, companies, etc., and it can really help with game design as well.

The post (Community Spotlight) Evaluating Your Game with SWOT Analysis with Nick Murray appeared first on Board Game Design Lab.

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(Community Spotlight) Layered Victory Conditions with Dan Hundycz

30. Juni 2021 um 12:54

Dan Hundycz, founder of DPH Games, discusses layered victory conditions. In his latest game, Usurp the King, there’s a hierarchy of ways to win, and Dan breaks down how it came together.

And be sure to check out Usurp the King on Kickstarter HERE.

The post (Community Spotlight) Layered Victory Conditions with Dan Hundycz appeared first on Board Game Design Lab.

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Published — 23. Juni 2021 Board Game Design Lab

How to Design and Publish Games with Justin Gary

23. Juni 2021 um 13:50

Justin Gary, designer of Ascension, talks about his personal process for designing and publishing games.

Justin has designed and released a ton of hit games over the years and worked in lots of different segments of the gaming industry, so he has a ton of great tips and advice.

The post How to Design and Publish Games with Justin Gary appeared first on Board Game Design Lab.

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Published — 16. Juni 2021 Board Game Design Lab

Why to Self Publish…or Not with Andrew Lowen

16. Juni 2021 um 13:39

Andrew Lowen, designer of Deliverance, talks about going through the process of deciding between traditional publishing and self-publishing.

We talk about the pros and cons on both sides along with how to make things work if you go the self-publishing route.

And be sure to check out Andrew’s game, Deliverance, on Kickstarter HERE.

The post Why to Self Publish…or Not with Andrew Lowen appeared first on Board Game Design Lab.

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Published — 09. Juni 2021 Board Game Design Lab

Designing Puzzle Games with Janice Turner

09. Juni 2021 um 13:10

Janice Turner, designer of Assembly, talks about designing puzzle games.

We talk about player experience, designing during nap times, how to make puzzles fun and not tedious, and more!

And be sure to check out Janice’s game, Pilfering Pandas, on Kickstarter HERE.

The post Designing Puzzle Games with Janice Turner appeared first on Board Game Design Lab.

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Published — 02. Juni 2021 Board Game Design Lab

Designing Games that Fit in an Envelope with Ben Downton

02. Juni 2021 um 13:47

Ben Downton, designer of Micro Dojo, talks about designing micro-micro games – games so small they can fit in a regular-sized envelope.

We talk about component constraints, focus, player expectations, and more!

And be sure to check out Ben’s game, Micro Dojo, on Kickstarter HERE.

The post Designing Games that Fit in an Envelope with Ben Downton appeared first on Board Game Design Lab.

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Published — 26. Mai 2021 Board Game Design Lab

Deck Building and MORE with Josh Horsley

26. Mai 2021 um 13:31

Josh Horsley, designer of Castlescape, talks about designing deck-building games that have more going on than just building a deck.

We talk about adding boards and other components, and we get into the benefits and obstacles of creating these kinds of games.

And be sure to check out Josh’s game, Castlescape, on Kickstarter HERE.

The post Deck Building and MORE with Josh Horsley appeared first on Board Game Design Lab.

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Published — 25. Mai 2021 Board Game Design Lab
Published — 19. Mai 2021 Board Game Design Lab

Designing Conversation Games with Ami Baio

19. Mai 2021 um 12:42

Ami Baio, designer of You Think You Know Me and several other conversation-based games, talks about what all goes into designing and publishing them.

We talk about how to create gaming environments that encourage people to talk, listen, and enjoy chatting with each other.

The post Designing Conversation Games with Ami Baio appeared first on Board Game Design Lab.

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Published — 12. Mai 2021 Board Game Design Lab

[Community Spotlight] Turning Big Games into Microgames with Joe Klipfel

12. Mai 2021 um 13:15

Joe Klipfel, designer of Griphold Tower, discusses what it’s like to take a large, published game and turn it into a microgame. Joe has done this with Set a Watch and Gloomhaven and offers lots of insight on how to break a game down to its essence.

The post [Community Spotlight] Turning Big Games into Microgames with Joe Klipfel appeared first on Board Game Design Lab.

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[Community Spotlight] Customer Engagement, Support, and Satisfaction with Marco Pecota

12. Mai 2021 um 12:16

Marco Pecota, designer of Legions of Steel, discusses the ways he’s engaging with the fans of his game. We talk about building a community, releasing bonus content, reaching out to your fans for feedback, and more.

The post [Community Spotlight] Customer Engagement, Support, and Satisfaction with Marco Pecota appeared first on Board Game Design Lab.

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Published — 07. Mai 2021 Board Game Design Lab

Why I Deleted Social Media from My Phone

Von: gabe
07. Mai 2021 um 21:39

About a month ago, I spent several hours doing a self-assessment of my life. I wasn’t sleeping well, which was a huge problem since I already wasn’t sleeping much. Usually, I can overcome a lack in quantity by an increase in quality, but when both of those things are bad, I find myself in a really tough spot.

It felt like I had thiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiis much to do and thiiiiiiiiis much time to do it. Something had to give. Experiencing that for a few days is one thing (the week leading up to a Kickstarter launch for example), but I had been in that situation for months. It wasn’t good for my family, my mind, or my health.

But as I assessed everything, what I realized is that it wasn’t actually a time problem. The time was there. It was an energy and attention problem.

My time wasn’t being well spent. It was like my watch had a hole in it.

The great algorithm gods in the sky must have known my struggle as YouTube started recommending lots of videos related to this issue. Writers, biologists, psychologists, professors, and former Facebook employees were all posting content with a central premise: The current state of social media is a problem.

Platforms that originally functioned to keep people connected have become much better at tearing us apart. Algorithms that used to show us what we cared about most were altered to show us what would keep our attention the longest.

Companies have spent billions of dollars figuring out how to get us to spend as much time scrolling through their news feeds as possible. The more time we spend scrolling, the more money they make, and the less time we spend on things of actual value.

As I took a good, hard look at my time, I realized I was spending a ridiculous amount of it scrolling. I’d sit down for a meal and scroll. I’d push my son on the swing-set and scroll. I’d wait on my wife to get ready for a date and scroll. I’d edit a podcast and scroll. I’d take a “two-minute” break from working on something worthwhile and thirty minutes later realize I had been scrolling the whole time. I’d sit on the toilet and scroll until my legs fell asleep.

This had to stop.

It’s not like scrolling was improving my life in any way, and a strong case could easily be made that it was making things worse.

And even though I wasn’t wasting my time getting caught up on useless political debates or hopping on board the latest outrage train, I was watching them unfold. And I think that’s a lot of us. Several studies have shown that the vast majority of posts on social media platforms come from a very small minority of users. It’s like a car crash on the side of the highway. Most of us have enough sense to drive around it, but we sure spend a lot of time staring at the carnage as we pass by.

And just like rubber-necking slows us down to a crawl on the highway, scrolling through a news feed slows down our productivity to a near standstill.

Upon realizing how much of my attention was being gobbled up in scrolling, I unlocked my phone and started to delete the social media apps from my phone. But as I started the process and watched as the app icons danced around the screen, I hesitated.

I wasn’t sure if I could do it. What were the consequences of deleting these things from my life? Did I actually want to? If I removed the scapegoat of what was wasting my time, was I prepared to place the blame on myself going forward?

I deleted the Twitter app first. It wasn’t a particularly hard decision because I hate Twitter, and I didn’t spend much time on it anyway. But as my finger hovered over Facebook, I paused for a while.

I thought about all the good things about Facebook and specifically about the BGDL Facebook community. It’s basically the only place I post and comment, and it’s full of nearly 9,000 people all trying to accomplish the same thing I am – to design great games people love.

I closed my phone. I needed a plan.

I didn’t need to delete Facebook from my life. I needed to control it and make it work for me.

I jotted down some notes:

-Delete the Facebook app from my phone.
-See what’s happening in the BGDL group 2-3 times a day, but only using my laptop.
-Avoid scrolling the news feed at all costs.

And about a month ago, that’s what I started doing, and life has definitely not gotten worse.

Instead of scrolling, I now spend more time talking to the people I care about most. My productivity has gone way up, and I’m getting more done in less time. My kids don’t have to pull on my shirt to get me to look up from my phone to pay attention to them. I’m more active in the BGDL group because my time is more focused and purposeful. I’m reading more. I’m writing more. I’m getting better sleep.

Will doing something similar work for you? Maybe. I’m not here proclaiming some “right” way to live, and your mileage may vary. But it’s definitely worked for me.

Searching for a Better Way

A little over a year ago, I started brainstorming and thinking through what it would look like to create a website where the BGDL community could live. The Facebook group was going strong, but even way back then I was very aware of the limitations and downsides of the platform.

I wanted a site with all the best parts of a Facebook community while getting rid of the worst.

I wanted a place for game designers to hang out that was made for us and by us.

I wanted a platform that was focused on helping designers create great games people love.

I wanted training courses to help people grow as designers.

I wanted forums to ask questions.

I wanted a calendar to organize Kickstarter launches, conventions, and playtest events.

I wanted a job board for freelancers to find opportunities and for publishers to find amazing people to work with.

I wanted a blog where people could post articles and design diaries.

I wanted a way for people to create groups and sub-groups around activities and their designs.

I wanted a way to track game design time.

I wanted a random game idea generator.

I wanted monthly design challenges.

I wanted an incredible mobile experience.

And I wanted a news feed that worked for us, not against us.

No algorithms. No data harvesting and selling it to the highest bidder. No drunk uncles.

And after a year of a tremendous amount of work, BGDL+ is almost here.

Is it the perfect solution? No. But I hope you’ll join me in the search for a platform that provides a better way.

Even with all those features, this is just the ground floor, and I’m super excited for what’s ahead.

Thanks for being an amazing community, and I can’t wait to share BGDL+ with you soon!

The post Why I Deleted Social Media from My Phone appeared first on Board Game Design Lab.

Published — 05. Mai 2021 Board Game Design Lab

How to Design Euro Games with Martin Wallace

05. Mai 2021 um 12:50

Martin Wallace, designer of Brass: Birmingham and about 100 other great games, talks about Euro games and his process for designing them.

Martin is one of the greatest designers of all time, and he offers tons of excellent advice based on his 30+ years in the industry.

The post How to Design Euro Games with Martin Wallace appeared first on Board Game Design Lab.

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