[BONUS] Julio Nazario on Getting Inspired
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The post [BONUS] Julio Nazario on Getting Inspired appeared first on Board Game Design Lab.
Julio Nazario, winner of the HABA Games design challenge, talks about game components and interesting ways to use them.
Julio has been designing some really innovative games using components in really cool ways.
The post Innovative Uses of Game Components with Julio Nazario appeared first on Board Game Design Lab.
We love RPGs, but we love them more for the RP than the G. The unique aspect of roleplaying games is the way the players collaborate to steer the story and create situations out of whole cloth, and the mechanics provide a framework - be it more or less rigid - to facilitate the creativity of the players. We don’t mean to dunk on people who love RPGs for the combat puzzles provided by the mechanics, that’s just not what we turn to RPGs for. As such, we don’t really care that much about the minutia of differences between systems. We’ll happily sit down with either.
Isaac Vega, designer of Dead of Winter, Ashes, and many others, talks about how to balance a game.
Isaac has designed some of the best games in the world and has really figured out how to make sure a game feels balanced to its players.
The post Balancing a Game with Isaac Vega appeared first on Board Game Design Lab.
The post [BONUS] Alex Maklai on Pirate Themed Games appeared first on Board Game Design Lab.
Alex Macklai, designer of Sea of Nadia, talks about augmented reality and board games.
Alex has been working on an AR-centric game for 2 years and has some interesting insight on the topic.
For more info: www.maclaysgames.com
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For all the details about Ignite, check out boardgamedesignlab.com/ignite/.
The post [ANNOUNCEMENT] Ignite Conference 2018 appeared first on Board Game Design Lab.
Curt Covert, designer of Tower of Madness and owner of Smirk & Dagger Games, talks about take-that games.
Curt has been designing back-stabby games for years and is a wealth of information and insight on the topic. And he’s a ton of fun to talk to!
The post Take That Games with Curt Covert appeared first on Board Game Design Lab.
The post [BONUS] Assad Quraishi on Designing CCGs appeared first on Board Game Design Lab.
Assad Quraishi, designer of Genesis: Battle of Champions, talks about playtesting.
Assad is a professional user interface designer and has a ton of insight on testing.
Resources mentioned in the show:
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The post [BONUS] Sami Laakso on How to Price a Game appeared first on Board Game Design Lab.
Sami Laakso, designer of Dale of Merchants, talks about designing expansions.
Sami recently put together a pretty substantial expansion for his own game and has a good bit of insight on the topic.
And be sure to check out Sami’s game and expansion on Kickstarter HERE.
The post Designing Expansions with Sami Laakso appeared first on Board Game Design Lab.
Dan Peterson, head developer at Mayday Games, talks about how to streamline a game by removing math.
We discuss why this is important in today’s market and various ways on how to do it effectively.
The post Removing Math from Games with Dan Peterson appeared first on Board Game Design Lab.
Marilia Poggiali, designer of San Francisco vs Fog, talks about the personal tragedies she’s experienced and how game design and starting a publishing company have helped her overcome pain and find catharsis.
And be sure to check out San Francisco vs Fog on Kickstarter HERE.
The post The Cathartic Power of Game Design with Marilia Poggiali appeared first on Board Game Design Lab.
Callin Flores, designer of Guardians, discusses how the finer details of creating a shuffle builder. (Games like Smash Up.)
Callin’s game takes the shuffle building mechanism to new places, and he has a lot of insight on these types of games.
The post How to Design a Shuffle Builder with Callin Flores appeared first on Board Game Design Lab.