Peter C. Hayward, from Jellybean Games, is back, and we’re talking about how a hyper-creative person can pursue lots of different projects and actually get things done.
In this episode, Jamey Stegmaier talks about how to make money creating games.
We talk about how to monetize creativity and the many roadblocks people run into. Jamey unpacks what he would do if he had to start over and build a publishing company from scratch. He opens up about his biggest financial mistake. We talk about why people should design games. And a whole lot more.
Today’s show is the final episode of the BGDL podcast for the foreseeable future.
Jamey Stegmaier, the show’s very first guest, joins me, and we talk through the past, present, and future of the BGDL, and I talk a lot about what’s next for me.
I tell lots of stories, get a bit emotional, and talk about things I hope other designers can learn from. But more than anything, I hope you know how much I appreciate you and the BGDL community.
Thanks for listening!
Also, if you’d like to check out the new YouTube channel I’m launching in August, you can find it and subscribe HERE.
And one final time, good luck with everything you’ve got going on right now.
Patrick Mcneil, from McMeeple Games, discusses what it’s like to design games with his children.
Patrick has been creating games with his kids for years and has gotten many of the designs to the point of being fully published games. We talk about being intentional, setting the right expectations, overcoming negative feedback, and more.
Ben Rosset, designer of The Search for Planet X, talks about how to design games based on real-life systems and processes. Ben has designed games based on aging cheese, brewing beer, finding planets, manufacturing board games, and many other themes that happen in the real world, so we have quite a bit to chat about.
Jesse Stacy, from Triceratops Games, discusses how to design drafting games. Jesse has been working on a drafting style game for a while, and we dive into the different types, how to keep a game moving, stacking other mechanisms, and more.
Gino Brancazio, from Tinkerbot Games, talks about the three stages of prototyping, and we discuss what you need to know depending on which stage you’re in.
Ryan Laukat, designer of Sleeping Gods, talks about designing open world games.
Sleeping Gods is a phenomenal example of how a board game can pull off the open world experience, and we do a deep dive into basically every aspect of its design. I’ve also been working on an open world game of my own over the last couple years, so we get into the ways we overcame similar issues.
Matt Bivens discusses how to teach game design. Matt has been teaching design to high school kids for years, and we get into the usefulness of game design concepts, feedback, and more.
Jess Metheringham, founder of Dissent Games, talks about designing games that are housed completely on greeting cards. We talk about the value of constraints, holiday themes, and more.
Arthur Franz, founder of Uplink Underground Games, discusses what it looks like to run a publishing company that’s based on print-on-demand manufacturing.
We talk about pros and cons, pricing challenges, community building, and more.