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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 ...
 
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 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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show series
 
BGDL community member Trevor Laforce discusses how to optimize your life to get more designing done in less time. We talk about habits, time management, and self-management in the context of designing games while also having a job, family, and busy schedule. And you can find Trevor’s daily planner and more time optimization content on his website h…
 
Dennis Furia talks about the board game identity pyramid. The pyramid is an excellent tool and framework to help you break down a game into its main selling points and help you figure out the why, what, and how behind your game. You can find more about the pyramid HERE. The post The Board Game Identity Pyramid with Dennis Furia appeared first on Bo…
 
Trey Chambers, designer of Empyreal and its expansions, joined me to talk about his game: a very massive but deeply rich train game set in the world of Indines. We focused a lot of how he packs replayability into the game and what that means. Credits: Train by Ataur Rahman from the Noun Projectโดย Mike Bonet
 
John Kovalic, cartoonist and game designer, joined the show to talk about his journey into the industry and more. John is most notable for his work on Munchkin and Apples to Apples, but he has worked on 100s of games in his career. He also draws the comic The Dork Tower. Credit: artist by Stephen Borengasser from the Noun Project…
 
Laura Hoffman, COO of Game on Tabletop, discusses the ins and outs, pros and cons of crowdfunding your game. Game on Tabletop is a crowdfunding platform specifically for board game campaigns, and Laura has a ton of experience working with creators and project managers.​ The post Why You Should Crowdfund Your Game (or Not) with Laura Hoffman appeare…
 
Harrison Brooks, a young designer, has burst onto the hobby scene with a game called Elevator Up. It's a casual game that was designed, tested, illustrated, and printed by Harrison. Our conversation focused on how he designed the game and got into game design in general. Credit: Created by Vectors Point from the Noun Project…
 
Wade Hayes designer of Poetic License, dives into everyone’s favorite topic…taxes. We talk about lots of the major accounting topics designers and publishers need to be aware of. Wade is a tax pro, and this episode will be super helpful in making sure you stay in the government’s good graces (assuming you’re in the U.S.). Here’s an excellent tax gu…
 
TC Petty III (@PuppyShogun) joins Mark McGee (@mmark40) to talk about inherent properties of board games. 1:37 -- Tell Me Something Good 7:49 -- Main Topic: Inherent Strengths of Board Games Discuss this episode in our guild at podcast.gdofnc.com. Follow us on Twitter at @GDofNC.โดย GDofNC
 
Joe Hout, designer of Dungeon Draft, talks about how to design a roll and write game. Joe has designed quite a few roll and writes, and we get into dice vs cards, combos, player counts, and more. And be sure to check out Joe’s game Dice in the Darkness and play along on Twitch HERE. The post Designing Roll and Write Games with Joe Hout appeared fir…
 
Bush Poo, a game designed by Justin and Alison Crooks, puts players in a very familiar setting. You are on a hike and have to go to the toilet... like really, really have to go. This push your luck game fits its theme perfectly. We discussed its design and more. And yes, I made some poo jokes. Credit: poo by parkjisun from the Noun Project…
 
2 podcasts in one day?! Well, at least it opens with a Seinfeld joke. Sean Chappell, one of the designers behind Hivernation, joined me to talk about his game. We discussed creating abstracts, planning a Kickstarter during a pandemic, and even 3D printing. Hivernation comes to Kickstarter April 13th. Credits: hive by Eugene Ghanizadeh Khoub from th…
 
James Naylor of Naylor Games and designer of Magnate joined me to talk about his game. We focused on a lot of the various systems involved in his game as well as the 3-dimensional elements of it and how those impacted design and production. We had a lot of fun chatting here. Credit: buildings by Eucalyp from the Noun Project…
 
In this BGDL community spotlight episode, Alex Lu, designer of Dogs Bond, discusses how to implement interchangeable win conditions in a game. The post BGDL Community Spotlight – Interchangeable Win Conditions with Alex Lu appeared first on Board Game Design Lab.โดย Board Game Design Lab
 
In this BGDL community spotlight episode, Wayne Koenig, designer of lots of games, discusses his experience and process of designing a brand new game every single week. The post BGDL Community Spotlight – Designing a Game a Week with Wayne Koenig appeared first on Board Game Design Lab.โดย Board Game Design Lab
 
Tali Rhein, the designer of Dogo Dash, joined me to talk about her game, its origins, and what it was like designing and Kickstarting a game during a worldwide pandemic. We also delved into her time as a Brazilian game designer in Germany.โดย Mike Bonet
 
Isaac Shalev (@KindFortress and www.kindfortress.com) and Josh Mills (@JoshuaJMills) join Mark McGee (@mmark40) to talk about Player Expectations. 00:56 First Timer Palooza with Isaac Shalev 11:22 Tell Me Something Good 18:25 Main topic: Player Expectations Discuss this episode in our guild at podcast.gdofnc.com. Follow us on Twitter at @GDofNC.…
 
Isaac Childres designer of Gloomhaven, talks about how to design games that are massive in scope. Gloomhaven is a 25-pound box of hours upon hours of gameplay, and we dive into design challenges, player progression, marketing, and more. The post Designing Massive Games with Isaac Childres appeared first on Board Game Design Lab.…
 
Bruno Sauttier, co-designer of 7th Continent, joined me to talk about his massive game. We discussed the creation of the game and the different systems involved in the game. One of the most surprising things for me was hearing about how visual the game is and how important that is to communicate information. Credit: explore by Nhor from the Noun Pr…
 
Sara Perry, designer of Gift of Tulips, talks about all the many angles of shipping and logistics. Sara handles logistics for quite a few publishers (including me), and we talk about vetting fulfillment partners, shipping rates, what to think about if you’re just a game designer, and more. And be sure to check out Sara’s game on Kickstarter HERE.​ …
 
In this laborious 16th episode of the HEX&CUBE podcast, Luke and I hang out while working; working on this amazing episode, that is! I lie about when this episode would be live and Luke sands a table during part of the episode. It's wonderful how well he can multitask! In between the carpentry and deceit, we chat about worker placement games and my…
 
Today, it’s just me on the show, and I’m discussing different angles of designing and publishing solo games, and I’m talking through the design process for my latest solo game, Hunted: Wode Ridge. I talk about pros, cons, design challenges, the business side of things, and more. And you can check out Hunted: Wode Ridge on Kickstarter HERE. The post…
 
Nicole Cutler joins Dirk and David to discuss her roles in operations and production in the tabletop industry. They discuss some of the production choices made when developing Gods Love Dinosaurs from Pandasaurus Games. Nicole shares insights into how the small teams common in the industry often end up with many of the production, operations, and p…
 
Anna Blackwell and Doug Levandowski, both designers of solo journaling RPGs, joined me to talk about these kinds of games. We discussed what they are, what draws people to playing them, and what are some techniques for designing them. Credits: journal by Creative Stall from the Noun Projectโดย Mike Bonet
 
This is part 2 of my discussion with Jeff, Jonny, and Ben about the 5 games designers can learn a lot from. We cover 3 more each, so multiply that by 4 people... that's 12 more games for your designing ears! This is also longer... sorry or you're welcome. Credits: ziggurat of ur by Linseed Studio from the Noun Project…
 
James Fazio, founder of Pique Games, discusses how to overcome failure in game design and game publishing. We talk about defining success, the danger of comparison, taking feedback gracefully, and more. The post Overcoming Failure with James Fazio appeared first on Board Game Design Lab.โดย Board Game Design Lab
 
Jeff Warrender, Jonny Pac, and Ben Maddox (of 5 Games 4 Doomsday fame) joined me to talk about the first half (or so) of the 5 games each of us believe helps to teach budding designers something important about game design. This is a two-part episode with the last 3 choices coming in the second part. There are 8 games in this episode alone. That's …
 
Nate Bivins (@natebivins) joins Mark McGee (@mmark40) to go into a deep design dive about his game The Silver River. 1:46-- First Timer Palooza with Nate Bivins 8:51-- Tell Me Something Good 11:52-- Main topic: The Silver River Discuss this episode in our guild at podcast.gdofnc.com. Follow us on Twitter at @GDofNC.…
 
Simone Luciani, designer of games like Tzolk'in, Barrage, Voyages of Marco Polo and more, joined me to talk about his career as a game designer. We delved into his work process and a lot of the similar mechanisms that have cropped up in his games. Credits: Italy by Tom Walsh from the Noun Projectโดย Mike Bonet
 
Azhelle Wade, the toy coach, discusses how to design board games for the mass market and toy industry. We talk about “toyetic” games, patents, pitching to publishers, contraption based games, and more. The post Designing Mass Market Games with Azhelle Wade appeared first on Board Game Design Lab.โดย Board Game Design Lab
 
Luke Laurie and Jonny Pac, designers of Dwellings of Eldervale and Merchant's Cove/Endless Winter respectively, joined me to talk about what it was like to design BIG games, games that have a massive table presence both physically and mechanically. This conversation goes in places, man. It goes in places.…
 
Justin Chu, founder of Mobo Games, discusses how to design board games made specifically for the digital space. We talk about the pros and cons of digital-only board games along with the many things to think about and to be aware of when traveling into this side of the market. The post How to Design Digital Board Games with Justin Chu appeared firs…
 
In this workshop episode, Kyle is joined by Jonathan Weaver to talk about narrative in games. Jonathan takes us on an enlightening journey in which Kyle discovers that he has been in love with narrative in games all along....or has he? That's for you to decide, and for me to find out. This episode is half-full of agreeable groans. Enjoy! * Jonathan…
 
Debbie Moynihan, COO of White Wizard Games, discusses how to market yourself, your game, and your company. Whether you’re a designer pitching to a publisher or wanting to run Kickstarter campaigns of your own, you’ll find some great wisdom in this one. Debbie also breaks down the seven P’s of marketing. The post How to Market Yourself, Your Game, a…
 
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