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2018 Design Challenge

Because we hit this stretch goal during the crowdfunding campaign, the BGDL will be sponsoring a board game design competition that will run from late April to mid July.

The goal of the contest is to give designers the opportunity to grow and improve at the process that the gaming industry follows. (And to give you a chance to be recognized and win, of course.)

When you approach a publisher about your game, the order of events is typically: pitch, sell sheet, rulebook, prototype.

So, the contest will consist of 4 rounds:

Round 1) Create and submit an elevator pitch for the best game you’re designing. The best pitches will move on to the next round.

Round 2) Create and submit a sell sheet for your game. The best sell sheets will move on to the next round.

Round 3) Create and submit a polished rulebook for your game. The best rulebooks will move on to the next round.

Round 4) Create and submit a prototype of your game. The games will be played, and winners will be decided.

1st Place–$100*
2nd Place–$75*
3rd Place–$50*

(*these numbers are subject to change)

Participants in each round will receive feedback from board game professionals on what they did well and what needs to improve.

And assuming a later stretch goal gets unlocked, all finalists will receive an automatic berth in a second BGDL sponsored design challenge we’re currently calling “BGDL Design Star” that will happen in late 2018.

The post 2018 Design Challenge appeared first on Board Game Design Lab.

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Themes that Sell with Jon Gilmour

Jon Gilmour, designer of Dead of Winter, discusses how to design the experiences and themes that people can’t wait to get their hands on. Jon just seems to have an innate ability to design games that go hand in hand with what people are excited about, and he gives me a tour behind the curtain on how he does it.

Jon also goes into a great deal of general design advice. We talk about working on lots of games at the same time, co-designers, going full time in the industry, and more. We cover a lot in this one.

The post Themes that Sell with Jon Gilmour appeared first on Board Game Design Lab.

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Creativity and the Future of the BGDL with Gabe Barrett

Today, it’s just me on the podcast, and I’m discussing creativity, time management, and the future of the BGDL.

I’ve learned a lot of really great stuff about the creative process, and I want to share with you some of the things that have been helping me with my game designs.

And then I want to tell you about the fun and exciting things ahead for the BGDL podcast and community.

The post Creativity and the Future of the BGDL with Gabe Barrett appeared first on Board Game Design Lab.

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How a Publisher Develops Games with Alan Emrich

Alan Emrich, founder of Victory Point Games, discusses how a publisher approaches the development process when taking a game from prototype to store shelf.

Alan has been in the gaming industry for four decades and brings a great deal of experience and insight into this conversation. Both designers and publishers will benefit from what he has to say here.

The post How a Publisher Develops Games with Alan Emrich appeared first on Board Game Design Lab.

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Digital Prototyping on Tabletopia with Artyom Nichipurov

Artyom Nichipurov (Arty for short), designer of Guards of Atlantis: Tabletop MOBA, discusses Tabletopia and gives lots of tips and tricks on how to get your prototype up and running on the system.

Tabletopia can be an extremely useful resource for playtesting, demoing, and pitching your game.

If you need some help with the software, Arty has offered to give you a hand. You can reach him at nichipurov (at) gmail (dot) com.


Also, Arty’s game, Warpgate, just launched on Kickstarter. If you like Euro games and/or space games, check it out HERE.

The post Digital Prototyping on Tabletopia with Artyom Nichipurov appeared first on Board Game Design Lab.

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Designing Social Deduction Games with Don Eskridge

Don Eskridge, designer of The Resistancediscusses all the ins and outs of creating a social deduction game.

The Resistance is one of the most popular games ever made that lets you lie directly to your friends’ faces, and Don has designed several more of these types of games, so he definitely knows what he’s talking about.

And click HERE to check out Don’s latest social deduction game which is on Kickstarter right now.

The post Designing Social Deduction Games with Don Eskridge appeared first on Board Game Design Lab.

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How to Create an Awesome Rulebook with Dustin Schwartz

Dustin Schwartz, professional rulebook writer, discusses what makes a great rulebook and lots of tips and tricks on how to put together a ruleset that’s easy to teach and easy to learn.

Dustin wrote 40 rulebooks in 2017 and is looking to write 100 in 2018, so he’s got a TON of experience on what makes a rulebook great.

For a program that makes adding icons to word docs super easy, check out: www.fontawesome.com

The post How to Create an Awesome Rulebook with Dustin Schwartz appeared first on Board Game Design Lab.

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Designing Legacy Games with Jamey Stegmaier

Jamey Stegmaier is back on the show, and we’re talking Legacy Games. Jamey’s game, Charterstone, just came out, and it’s quite possibly the most ambitious Euro game in existence as it takes all the legacy style elements and applies them to a worker placement experience.

Jamey is one of the best designers on the planet, and after Charterstone, he’s got a TON of insight on how to design, develop, and publish a legacy game.

Charterstone Design Diaries

The post Designing Legacy Games with Jamey Stegmaier appeared first on Board Game Design Lab.

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Crafting the Player Experience with Matt Leacock

Matt Leacock, designer of a little game called Pandemic, discusses how to craft the player experience.

Matt is one of the most well-known designers in the world, and he’s learned how to finely tune a game to give players the desired experience. Previously, he worked for companies like Apple and Yahoo developing UX for various products, and he’s been able to bring those ideas into the board game space.

The post Crafting the Player Experience with Matt Leacock appeared first on Board Game Design Lab.

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Shipping, Fulfillment, and Fulfillment Services with Seth Grier

Seth Grier, vice president of Quartermaster Logistics, discusses the ins and outs of shipping, fulfillment, and fulfillment services.

Whether you’re looking to ship games out of your garage or hire a service to do it for you, this episode is for you as Seth goes into the nuts and bolts of things to be aware of when shipping board games.

The post Shipping, Fulfillment, and Fulfillment Services with Seth Grier appeared first on Board Game Design Lab.

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