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, I give my best advice on how to reach out to content creators and get featured on podcasts, and I chat with my friend, Justin Kral, a professional audio engineer about how to create an audio setup that sounds great.
In this episode, I chat with Andrew Lowen, and we break down a recent crowdfunding campaign I ran that I had to cancel. I talk about the mistakes I made and what I’m doing to fix things as I get ready to relaunch the campaign.
Jorge Velez, professional illustrator, discusses topics related to art and creativity. We talk about how comparison destroys creative people, how to make your own luck, the different paths to becoming a pro artist, best practices for finding and working with artists, and a whole lot more.
Zachary Strebeck, a lawyer who specializes in games, dives into the many legal issues that arise when bringing games to life and getting them on the market. We talk about clauses to look out for in contracts, the pros and cons of NDAs, what you need to know about copyrights and trademarks, 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.
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.