show episodes
 
A podcast by Safeer Syed and David Pidgeon, where we design a tabletop (story, rpg, maybe board) game based on crowdsourced suggestions and then play the dang thing next episode. Icon vector created by Freepik (http://www.freepik.com/free-photos-vectors/icon) Snow vector created by Bamdewanto - Freepik.com (http://www.freepik.com/free-photos-vectors/snow)
 
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show series
 
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…
 
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.…
 
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.…
 
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 …
 
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…
 
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…
 
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.…
 
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…
 
Roberta Williams (Kings Quest, Mystery House, Phantasmagoria) joins Drew to talk about her and her husband Ken's entry into the video game industry. It involves taking Cobalt courses at local colleges, discovering games on Ken's remote work IBM 360 Mainframe computer such as Colossal Cave Adventure, and a lot of margaritas. Roberta walks us through…
 
Carol Mertz, senior game designer at Exploding Kittens, gives us a behind the scenes look at the inner workings of a major publisher. We talk about timelines, working with internal and external designers, pursuing excellent game ideas, how to get a job at Exploding Kittens, and more. The post A Look Behind the Scenes at Exploding Kittens with Carol…
 
Ryan Bowdre is a pretty nice guy. An L.A. native and avid Super Smash Bros. player, Ryan started with Disney Interactive as a QA tester before joining the team at Blizzard as a test analyst. Though this time at Blizzard, and now true[X], Ryan was active in his faith but believed that you had to earn the right to speak into someone's life, something…
 
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. The post Designing Games Based on a Standard Deck of…
 
Fertessa Allyse, producer at Funko Games, talks about how to design a trick taking game. We talk about table talk, bringing new ideas to the genre, what to look for while playtesting, and more. And be sure to check out Fertessa’s trick taking game, Wicked and Wise, on Kickstarter HERE. *Also, at one point, I mention UNO as a trick taking game, howe…
 
Andy Robertson, the author of "Taming Gaming", describes himself as a "good dad." Originally a technical writer for tax software, Andy took a leap to write for video games and has done so for 15 years while curating an impressive database of video games at the Family Video Game Database. Encouraging the active participation of parents and their chi…
 
Joined by the fabulous Fertessa Allyse to chat about moving to Seattle, working for Funko, and their recent design "Wicked and Wise", currently on Kickstarter. Notes To Show Check out the Guest Profile for more information. OUR LINKS OF NOTES Apple Podcasts | Our Blog, Reviews, Previews and Thoughts | Our YouTube Channel Our BGG Guild | Board Game …
 
Jeff Fraser, designer of Cartouche, talks about various skill barriers in games and what you should be aware of when designing games with elements like spatial reasoning, dexterity, memory, math, and negotiation. We talk about playtesting these elements, designing based on your target audience, and more. And be sure to check out Jeff’s game, Cartou…
 
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 s…
 
Mansplaining and Color Field designer Mondo Davis joins us on Humans of Gaming to kick off the Fall 2021 season. A St. Louis, MO native Mondo now lives in Atlanta with his family where he is currently working on being a father and board game designer who has 4 games under contract as of this episode. Monday is a Navy veteran who currently teaches E…
 
Perry Berkum, founder of Game Decks, talks about how to turn a video game into a board game. Perry’s company has published several board games inspired by video games, and we talk about theme, mechanisms, licensing, marketing, and more. The post How to Turn a Video Game into a Board Game with Perry Burkum appeared first on Board Game Design Lab.…
 
Delighted to be joined by Omari Akil to chat about diversity, the rebranding of Board Game Brothas in Colorway Game Labs, and why you need to refer to yourself in the third person. Please make sure you check out all of the various channels Omari can be found on. OUR LINKS OF NOTES Apple Podcasts | Our Blog, Reviews, Previews and Thoughts | Our YouT…
 
In another BGDL community spotlight, Jeff Turner, founder of Skip Work Play Games, dives into how to use InDesign to do data merge and speed up your prototyping process. Data merge makes it easy to edit or change hundreds of cards with one click, and we get into both high-level concepts and technical how-to. The post (Community Spotlight) Using InD…
 
Anthony Howgego, developer at Osprey Games, what goes into developing a game and nearly everything else surrounding development. We talk about taking games from good to great, how to work with a developer effectively, how to become a developer, and more. The post Developing Games and Working with Developers with Anthony Howgego appeared first on Bo…
 
Dave Beck, designer of Distilled, talks about improving games through experiential graphic design. Dave did a TON of research for his latest game, hired experts, and dove as deeply into the theme as he could. So, he’s got a lot of advice for anyone wanting to make a super thematic game. And be sure to check out Dave’s game, Distilled, on Kickstarte…
 
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