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How to Make Your Game More Accessible with Brandon Rollins

Brandon Rollins, designer of Highways & Byways, discusses accessibility in games and ways to make your designs more inclusive.

Brandon is an avid blogger and consistently writes great content to help game designers.

Meeple Like Us accessibility reviews

Color palettes for color blindness

10 Quick Accessibility Wins for Game Developers

And make sure to check out Brandon’s latest Kickstarter campaign HERE.

The post How to Make Your Game More Accessible with Brandon Rollins appeared first on Board Game Design Lab.

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Boxes and Packaging that Sell with Adam Rehberg

Adam Rehberg, owner of Adam’s Apple Games, discusses the finer details on what makes a box functional, fashionable, and provocative.

For his day job, Adam is a packaging engineer for Target, so he definitely knows what he’s talking about.

If you have box questions for Adam, you can find him on Twitter HERE.

And be sure to check out his 3d sword building game, Swordcrafters, which is on Kickstarter now.

The post Boxes and Packaging that Sell with Adam Rehberg appeared first on Board Game Design Lab.

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Designing Games with Digital Elements with Vincent Vergonjeanne

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.

The post Designing Games with Digital Elements with Vincent Vergonjeanne appeared first on Board Game Design Lab.

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Working with a Co-Designer with Jason Mowery and Chase Williams

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.)

The post Working with a Co-Designer with Jason Mowery and Chase Williams appeared first on Board Game Design Lab.

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The King of the Hill Mechanism with Petter Olsen

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.

The post The King of the Hill Mechanism with Petter Olsen appeared first on Board Game Design Lab.

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2018 Design Challenge

Because we hit this stretch goal during the crowdfunding campaign, the BGDL will be sponsoring a board game design competition that will run from late April to mid July.

The goal of the contest is to give designers the opportunity to grow and improve at the process that the gaming industry follows. (And to give you a chance to be recognized and win, of course.)

When you approach a publisher about your game, the order of events is typically: pitch, sell sheet, rulebook, prototype.

So, the contest will consist of 4 rounds:

Round 1) Create and submit an elevator pitch for the best game you’re designing. The best pitches will move on to the next round.

Round 2) Create and submit a sell sheet for your game. The best sell sheets will move on to the next round.

Round 3) Create and submit a polished rulebook for your game. The best rulebooks will move on to the next round.

Round 4) Create and submit a prototype of your game. The games will be played, and winners will be decided.

1st Place–$100*
2nd Place–$75*
3rd Place–$50*

(*these numbers are subject to change)

Participants in each round will receive feedback from board game professionals on what they did well and what needs to improve.

And assuming a later stretch goal gets unlocked, all finalists will receive an automatic berth in a second BGDL sponsored design challenge we’re currently calling “BGDL Design Star” that will happen in late 2018.

The post 2018 Design Challenge appeared first on Board Game Design Lab.

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Themes that Sell with Jon Gilmour

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.

The post Themes that Sell with Jon Gilmour appeared first on Board Game Design Lab.

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Creativity and the Future of the BGDL with Gabe Barrett

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.

The post Creativity and the Future of the BGDL with Gabe Barrett appeared first on Board Game Design Lab.

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