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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 ...
 
The Game Designers of North Carolina is a guild of tabletop game designers who, shockingly, reside in North Carolina. We’ve been meeting regularly since April 2013 and when we started most of us did not have a lot of exposure or experience in tabletop game design. We’ve learned a lot as a group since we started and this podcast is a way to share some of that knowledge. Our goal for the podcast is to present a lot of information pertinent for new designers but hopefully also offer content tha ...
 
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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…
 
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…
 
MJ Newman joins Dirk and David to discuss co-op card games and her work on the Lord of the Rings and Arkham Horror LCGs published by Fantasy Flight Games. They talk about how these co-op games are designed compared to a competitive collectable card game, and how MJ’s love for narrative led to a stronger RPG-like aspect to the games she worked on. F…
 
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. The post A Word of Encouragement from Gabe Barrett appeared first on Board Game Design Lab.โดย Board Game Design Lab
 
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…
 
Jesse Howard, one of the first guests on the Round Table podcast, returns after several years to chat with Dirk and David. He talks about the long journey of his game Hype Tag, originally called Ploy in his first appearance on the show. Jesse discusses his design process, which generally starts with a system or structure that he wants to mimic mech…
 
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…
 
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.…
 
Andrew Navaro, a card game veteran from Fantasy Flight Games and now his new studio Earthborne Games, joins Dirk and David to talk about card games. The bulk of the discussion focuses on his time working with the wide variety of LCGs produced by Fantasy Flight. Topics include discussions on production timelines, what makes LCGs different from the s…
 
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…
 
Skye joins Dirk and David to draw the starting hand for a deep dive into card games! With some card game experts on deck for future interviews, the trio take this episode as a chance to explore the various reasons why card games work so well as a game component. Discussions cover the various card games all three designers have worked on, and also b…
 
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…
 
Kate Otte, designer of First Ascent, talks about improving games through experiential graphic design. Kate is a professional graphic designer, and we get into how to make games more accessible, understandable, and fun using excellent graphic design techniques. And be sure to check out Kate’s game, First Ascent, on Kickstarter HERE. The post Experie…
 
Cole Medeiros joins Dirk and David to discuss his work on the board game adaptation of the popular Stardew Valley video game. The discussion covers thematic game design in general—how Cole approaches theme-first design, how mobile game design utilizes theme, and how a specific IP as a thematic setting can create both challenges and signposts for a …
 
Ian Phillips (@crunchwrapgames) joins Mark McGee (@mmark40) to talk about inherent properties of board games. 1:01 -- Tell Me Something Good 3:30 -- Main Topic: Inherent Weaknesses of Board Games Discuss this episode in our guild at podcast.gdofnc.com and visit our website at gdofnc.com. Follow us on Twitter at @GDofNC.…
 
Nick Murray, founder of Bitewing Games, discusses how you can evaluate your game and ideas using SWOT analysis. This is a common technique in the business world to analyze ideas, products, companies, etc., and it can really help with game design as well. The post (Community Spotlight) Evaluating Your Game with SWOT Analysis with Nick Murray appeare…
 
Dan Hundycz, founder of DPH Games, discusses layered victory conditions. In his latest game, Usurp the King, there’s a hierarchy of ways to win, and Dan breaks down how it came together. And be sure to check out Usurp the King on Kickstarter HERE. The post (Community Spotlight) Layered Victory Conditions with Dan Hundycz appeared first on Board Gam…
 
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. The post How to Design and Publish Games with Justin Gary appeared firs…
 
To start the episode, Skye rejoins Dirk and David to finish off their deep dive into the MOBA genre. They talk about what they learned for their personal design work, as well as what they learned for improving future genre deep dives. The next series of episodes to get the Genre Deep Dive treatment will be all about collectible and living card game…
 
Andrew Lowen, designer of Deliverance, talks about going through the process of deciding between traditional publishing and self-publishing. We talk about the pros and cons on both sides along with how to make things work if you go the self-publishing route. And be sure to check out Andrew’s game, Deliverance, on Kickstarter HERE. The post Why to S…
 
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