I’ve got some exciting announcements for the BGDL:
1) I’m starting a new thing that will hopefully lead to an even greater sense of community. Today, with the incredible help of Chris Perea, a BGDL Discord server has launched which will offer you another way to interact with others in the community and will lead to…
2) BGDL Game Nights. I want to provide opportunities for people (especially those in more isolated locations) to be able to get together and play games. Both published games and prototypes. So, the BGDL is going to start hosting regular game nights through Discord and Tabletop Simulator. The first game night will be May 12th.
3) Giveaway. We’re giving away 2 copies of Tabletop Simulator. All you have to do is fill out this short form and you’ll be entered to win. The form will give us a better idea about what the community wants as far as game nights are concerned.
4) Game design tutorial videos. Chris Perea is putting together regular content to teach you how to do various design related tasks, starting with getting your game setup on Tabletop Simulator. Please subscribe to the BGDL Youtube channel to see all the current and future how-to guides.
Jon Mietling, designer of Palm Island, discusses how to effectively design a game with multi-use cards.
Jon ran an incredibly successful Kickstarter for Palm Island which is rather innovative game that focusses solely on multi-use cards as its core mechanism.
Justin Jacobson, founder of Restoration Games, discusses the process of bringing a game back to life.
Justin’s entire business model is built on taking old games off the shelf and breathing new life into them, and he offers great insight on how to do it. If you’ve got some old games of your own that you shelved for whatever reason, you just might get some ideas on how to bring those back.
Vincent Vergonjeanne, founder of Lucky Duck Games, discusses games that use digital components in their design.
Vincent runs his own video game company and has been quite successful in both the digital space and the board game industry, so he really knows a lot about this topic.
Jason Mowery and Chase Williams, designers of The Big Score, discuss the process of co-designing a game.
We talk scheduling, conflict management, and more. Also, you can check out their new game on Kickstarter HERE. (It’s basically Ocean’s 11, the board game.)
Petter Olsen, designer of Kill the King, discusses the king of the hill mechanism. (We also might go into propane and propane accessories…)
Petter’s new game hinges on this particular mechanism, so he knows a lot about what makes it work well. You can check out his new game on Kickstarter HERE.
Greg Loring-Albright, designer of Leviathan, discusses the ins, outs, and what-have-yous of micro games. He brings up some great points about designing small games that carry a big experience.
Jon Gilmour, designer of Dead of Winter, discusses how to design the experiences and themes that people can’t wait to get their hands on. Jon just seems to have an innate ability to design games that go hand in hand with what people are excited about, and he gives me a tour behind the curtain on how he does it.
Jon also goes into a great deal of general design advice. We talk about working on lots of games at the same time, co-designers, going full time in the industry, and more. We cover a lot in this one.
Today, it’s just me on the podcast, and I’m discussing creativity, time management, and the future of the BGDL.
I’ve learned a lot of really great stuff about the creative process, and I want to share with you some of the things that have been helping me with my game designs.
And then I want to tell you about the fun and exciting things ahead for the BGDL podcast and community.
Alan Emrich, founder of Victory Point Games, discusses how a publisher approaches the development process when taking a game from prototype to store shelf.
Alan has been in the gaming industry for four decades and brings a great deal of experience and insight into this conversation. Both designers and publishers will benefit from what he has to say here.
Artyom Nichipurov (Arty for short), designer of Guards of Atlantis: Tabletop MOBA, discusses Tabletopia and gives lots of tips and tricks on how to get your prototype up and running on the system.
Tabletopia can be an extremely useful resource for playtesting, demoing, and pitching your game.
If you need some help with the software, Arty has offered to give you a hand. You can reach him at nichipurov (at) gmail (dot) com.
Also, Arty’s game, Warpgate, just launched on Kickstarter. If you like Euro games and/or space games, check it out HERE.
Don Eskridge, designer of The Resistance, discusses all the ins and outs of creating a social deduction game.
The Resistance is one of the most popular games ever made that lets you lie directly to your friends’ faces, and Don has designed several more of these types of games, so he definitely knows what he’s talking about.
And click HERE to check out Don’s latest social deduction game which is on Kickstarter right now.
Dustin Schwartz, professional rulebook writer, discusses what makes a great rulebook and lots of tips and tricks on how to put together a ruleset that’s easy to teach and easy to learn.
Dustin wrote 40 rulebooks in 2017 and is looking to write 100 in 2018, so he’s got a TON of experience on what makes a rulebook great.
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