In this episode, I chat with Jason Tagmire about everything related to 18-card games. We talk about designing, publishing, manufacturing, shipping, marketing, crowdfunding, and more!
In this episode, I chat with Jonny Pac about how to create games that fully engage players and keep them coming back for more. We talk about the difference between puzzles and games, designing for different types of players, utilizing randomness, fuzzy logic, and a whole lot more!
In this episode, I chat with James Ernest about how to make a game that doesn’t just work mechanically but is also a lot of fun to play. We talk about how to identify when testers are having fun, the design decisions that create fun experiences, utilizing surprise, and a whole lot more.
In this episode, Sen-Foong Lim talks about how he balances his 50+ hour a week teaching job with working on 40+ games a year. We talk about how to design like crazy without burning out, how to get into a flow state, the myth of being self-made, how to work with co-designers, and a whole lot more!
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.
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.
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.
Today, it’s just me, and I’ve got a word of encouragement for you. Pursuing a creative lifestyle can be incredibly difficult, so I wanted to do an episode to help you stay motivated and inspired.
Luke Badger, Paul Abrahams, and Andy Richdale, from Badgers from Mars, talk about how to design a game based on nothing more than a standard deck of cards.
We talk about their game Regicide (currently number one on BGG’s Hotness list), pros and cons of such tight constraints, marketing, and more.
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:
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.)
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.
Joe Slack, designer Relics of Rajavihara, talks about the many different jobs in the board gaming industry and how people have found their way to those jobs.
Joe recently released a book devoted to this topic, so we talk a lot about what he found through his interviews and research.
And you can find Joe’s latest book about jobs in the gaming industry HERE.
In this BGDL community spotlight episode, Wayne Koenig, designer of lots of games, discusses his experience and process of designing a brand new game every single week.