show episodes
 
On Who, What, Why? I discuss game design with those who make games and try to learn more about the game design process. Each episode I interview a designer, publisher, developer, artist, etc. of tabletop games such as card, board, or role playing. Some episodes discuss big ideas in design rather than individual games. I have both mainstream and independent developers as guests.
 
The Dicing with Design podcast is all about games design: how they're created, designed and played. We talk everything games design, from role playing games, to wargaming, to collectible card games, to board games, to video games. We'll dissect what makes a good game, and what makes a system terrible to play. We're planning to create out own game over the course of the podcast, designing live on-air, and alongside the games design chat, we'll be talking general gaming news and views. We play ...
 
Knox Game Design is a monthly discussion by game creators in the Knoxville, Tennessee area. We share our ideas, show off projects, and discuss current topics related to video game development. Our group explores the many facets of the game design process, such as coding, graphics, modeling, animation, story, and promotion. You can find out more information on the group including future meeting dates at knoxgamedesign.org
 
I'm Richard Pullman, and I want to talk to you about your game. Whether you're a total amateur hobbyist who's never released a product or a professional making the big bucks I want know what game design means to you. Nothing is more interesting to me. One of the best things about the podcast? I've been helping designers break through challenges in live time while discussing! It keeps happening! Helping creators is my joy.
 
GDDT offers deep analysis of game design techniques and their applications in the industry from industry professionals. Featuring game dissections, broad design technique discussions, and industry guests - offering the layman a glimpse into the often mysterious art of making games. Hosted by JM8 - An experienced Sound Designer, University Professor and Content Creator for the Escapist Magazine and Psy - A Professional Developer, Game Analyst and Indie Hobbyist
 
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show series
 
Jonny Pac, designer of Merchants Cove and lots of other games, discusses his process of finding the perfect mesh of theme and mechanisms. We talk about his approach to theme in his various games, research, and what it looks like for mechanics to make sense inside the theme. The post Thematically Informed Game Design with Jonny Pac appeared first on…
 
Banana Chan joins Dirk and David to talk about her experience in multiple areas of game design, and how thematic games can be made in each medium. First, Banana discusses live action roleplaying (LARP) design at length, providing tips for a thematic design and explaining how monetization might work as a LARP designer. Next, the trio talks about tab…
 
Overview of the Stencyl game development environment for making 2D games. Explanation of scenes, actors, behaviors, events, and visual coding. Examples of a number guessing game and simple space shooter. Download Slides as PDF Links and Notes Stencyl – https://www.stencyl.com/ Stencyl download archive – http://community.stencyl.com/index.php?topic=…
 
Totsuca Chuo, designer of Ostia, joined me to discuss his game that uses the mancala mechanism in a unique way. Totsuca sent his answers via email, and Quentin Hudspeth provides his voice. A big thank you goes out to Saigo, who helped Totsuca translate. Ostia comes to Kickstarter soon from Uchibacoya Piece. Quentin Hudspeth can be found at quentinh…
 
In the first episode of GDDT, J and Psy discuss what it means to analyse games. The differences between games journalism, critique and analysis, how to break a game down into its central theme, and analysing how design decisions help or hinder that theme. As well as introducing GDDT and what their plans are moving forward.…
 
Marvin Hegen, designer of Mindbug, discusses how to use a blue ocean strategy in game design and game publishing. We talk about blue ocean vs red ocean concepts, how the strategy can help you pitch games, marketing, and more. The post Using Blue Ocean Strategy in Game Design with Marvin Hegen appeared first on Board Game Design Lab.…
 
Trevor Benjamin and David Thompson, designers of the Undaunted series, discuss how to take a solid core idea and then expand on it. We talk about the making of Undaunted games, what goes into creating expansions, standalone sequels, and new games with similar DNA to previous designs. The post How to Expand on a Core Idea with Trevor Benjamin and Da…
 
Jeff Warrender, designer of Acts of the Evangelists, joins me and Jonny to talk about self-publishing and producing 100 copies of his game. We discuss a lot of details about the production of games like box sourcing, shipping considerations, and more. If you'd like to learn more, visit Belltowergames.com.…
 
Ariel Rubin and Juliana Moreno, designers of the Escape Room in a Box series, discuss what it takes to put a new twist on a familiar genre. Over the last few years, they’ve designed and published several games that brought new angles and fresh ideas to various different genres, so we dive into lots of great examples of how to do this. The post How …
 
Darren Terpstra, designer of Ignite, discusses what to be aware of when designing games that go up to six or more players We talk about the pros and cons of higher player count games, balance, finding playtesters, and more. The post Designing Games with Higher Player Counts with Darren Terpstra appeared first on Board Game Design Lab.…
 
Kathryn joins Dirk and David for a round table discussion based on recent shows. Dirk and David get Kathryn’s perspective on card games and how they help her create story-based games. Then discussion moves to market trends and demographics for cooperative games. Next the trio talks about unused game concepts, inspired by the interview with Will Tho…
 
Jon Spike, designer of Gamestormers, discusses his game about designing board games (it gets a bit meta). I think it’s an excellent way to introduce new people to the game design hobby and also might make for a helpful resource for seasoned designers. The post A Game about Game Design with Jon Spike appeared first on Board Game Design Lab.…
 
This month, Knox developers Allen, Jared, and Levi show off their games developed for Ludum Dare 49 and more. Links and Notes Dark Crossings by Allen – https://ldjam.com/events/ludum-dare/49/dark-crossings Cubic Nightmare by Jared – https://jaredbgreat.itch.io/cubic-nightmare Chester Servesalot by Levi – https://ldjam.com/events/ludum-dare/49/waite…
 
Marcel Köhler, designer of Dutch Resistance: Orange Shall Overcome!, discusses what all goes into designing a pick-up and deliver game. We talk about how to make things thematic, the best number of resources, route obstacles, and more. And be sure to check out Marce’s pick-up and deliver game on Kickstarter HERE.​​ The post How to Design a Pick-up …
 
Marie and Pauline of Hot Banana Games joined me to talk about their game Steam Up. We focused on discussing the unique aspects of this game such as the components, theme, and pre-production. I believe I also learned where the name Hot Banana Games comes from. Check out Steam Up on KS if you are interested: Clicky Linky…
 
Will returns to the show with Dirk and David to discuss his game Winter Rabbit, a finalist for the Zenobia Award. A contest for designers from underrepresented groups in the hobby, the Zenobia Award pairs promising applicants with mentors and awards winners with a cash prize and help with publication. Will, a member of the Cherokee Nation, talks ab…
 
Travis Drake of Brouhaha Games joined me to talk about his game company, which has a unique angle in the hobby. He makes games mostly dedicated to Halloween (or celebrations close to Halloween). We discussed his unique status in the hobby and upcoming Kickstarter title Hysteria, featuring beautiful artwork from a Mexican artist. If you are interest…
 
Malachi Ray Rempen, designer of Roll Camera, discusses the pros and cons of doing all the main aspects of design, art, and publishing yourself. Malachi has both worked with others and done everything himself, so he can speak well on both perspectives. And be sure to check out Malachi’s expansion for Roll Camera on Kickstarter HERE. The post The Pro…
 
NBSP, designer of the P500 game Cross Bronx Expressway, joined me to talk about his game. We focused on its design, its importance in telling a story not many will know, and its creation as a whole. I was drawn to interviewing this designer because I have grown a fondness for the Bronx since being a teacher there for the last 5 years.…
 
Lucas Sosnick, designer of Crisis on Cardea, discusses different ways we can bring young people into both gaming and game design. Lucas is seventeen years old and has been both a gamer and a designer for a while, so he gives an inside look at what we can do to make the hobby a more welcoming place. And be sure to check out Lucas’s game on Kickstart…
 
Jay Shipinski and Jonny Pac joined me to talk about the insights Jay gained from playing 365+ games every day without stopping. He and his family documented their gaming, sometimes with fun costumes, and they were even featured on their local news station. We explored how Jay's insights might help us think about how reviewing works.…
 
Robert Longtin, professional data analyst, discusses all angles of playtest data. We talk about what data to collect, when to collect it, how to collect it, how to analyze it, and more. Learn more about Robert’s games HERE. The post Collecting and Analyzing Playtest Data with Robert Longtin appeared first on Board Game Design Lab.…
 
Douglas Cole, owner of Gaming Ballistic and publisher of a bunch of Fantasy Trip stuff, joined me to talk about why he ran a BackerKit campaign for his latest TFT product and what he learned from that campaign. We also discussed logistics with regards to small RPG book publishers. Gaming Ballistic has a BackerKit campaign live right now for Tower o…
 
Soren returns to the show with Dirk and David for the third and final episode in this mini-series on his game Old World. They talk about the reception for Old World now that it’s been released, the narrative elements of the event system that became important to the design, and how other systems were finalized through feedback from a lengthy early a…
 
Morten Monrad Pedersen, from Automa Factory and Stonemaier Games, dives into a more serious topic as we discuss bipolarity, depression, and using game design to cope. Morten was diagnosed with bipolarity several years ago and sheds a ton of light on the subject. He goes into a lot about his own personal journey and how games and game design have he…
 
An overview of various ways to distribute your video game. First, a historical look at various physical media that can be used for distributing digital content. Then a look at multiple online sites that provide hosting and marketplaces for video games. Links and Notes Itch.io – https://itch.io GameJolt – https://gamejolt.com Kongregate developer – …
 
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