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In episode 136 of Game Design Unboxed, we chat with freelance game designer (and Danielle’s co-designer on Tricky Kids), Steven Ungaro, who shares his “zero-to-three-games-in-a-year-hero” design journey.
They discuss how discovering hobby games led him down the research rabbit hole many aspiring designers fall into, and how resources like the long-running Ludology podcast have evolved over the years.
Because it is Steven’s specialty, the episode covers a lot about trick-taking games, including designing for “bad hands,” the genre’s popularity in the Midwest, and making it more accessible to non-trick-takers.
They also talk about how playtest feedback can shift your perspective on terminology, mechanics, and rule clarity, common phobias in games, matching art aesthetics to theme, and how players can rely on familiar stories (like The Three Little Pigs) when learning new games.
Steven Ungaro – Guest
Paizo’s Starfinder Society Developer Jessica Catalan updates Alex and James on the past, present, and future of SFS.
Recorded live on Twitch.
At last our heroes find the Professor’s killer! But wait, he was trying to save the universe? Clearly there is more to the story.
Join our Intrepid Heroes as they solve the mystery of the Murder in Metal City!
Cast:
Starfinder 2nd Edition Actual Play Podcast
We talk about how kids are great built-in playtesters, how her children’s interests were her thematic inspiration for designs, what kids learn through play, and the wild thematic evolution of Stable Times from a game about starfish, to tattooing sea monsters, to horses.
Other topics include how co-designing expands your skills, the value of feedback, her experience self-publishing, and the realities of waiting on contracts, ghosting, and publisher limbo.
The conversation also talks about adding personal Easter eggs to your game and the collection of real horses featured in Stable Times.
Kristen Mott – Guest
Somehow our heroes need to escape the watchful eye of Striving law enforcement long enough to prove their innocence.
Join our Intrepid Heroes as they solve the mystery of the Murder in Metal City!
Cast:
Starfinder 2nd Edition Actual Play Podcast
We discuss why design contests like the ones on BGG are a great starting point (structure! deadlines!), how an UNPUB speed-pitching event helped Reed get on publishers’ radar, and the eerie folklore behind Wispwood, inspired by his fascination with the ghostly forest lights known as Ignis Fatuus.
We also cover what it’s like working with publishers, from building relationships to how pitches move through design and development teams, why having multiple themed prototypes matters, and the challenge of designing a solo mode that stays true to your game.
This episode also opens with a brief bonus interview previewing March’s upcoming UNPUB Festival, an annual event hosted by the volunteer organization UNPUB focused on unpublished games and designers. The intro-chat highlights the event’s offerings, from industry-led panels and workshops to large-scale playtesting opportunities. Check out the convention March 12-15, 2026!
Reed Ambrose – Guest
Danielle Reynolds – Host
Alex and James get to the bottom of The Kimmel Conspiracy. They ask Mike about his journey as a professional in the TTRPG industry (including his first appearance on the Know Direction Network, way back in the Know Direction RPG Superstar 2014 Special), his roles at Paizo, his work on the recent Starfinder 2e hardcover Alien Core, and hints at what to expect from the upcoming Tech Core.
Recorded live on Twitch.
Someone has framed our heroes and now they need to prove it!
Join our Intrepid Heroes as they solve the mystery of the Murder in Metal City!
Cast:
Starfinder 2nd Edition Actual Play Podcast
In episode 133 of Game Design Unboxed, we chat with game designer and Creative Director Paul Salomon about his innovative worker placement and tile-laying game, Honey Buzz. The conversation covers the creative path that led him from math, music, and juggling into tabletop game design, the balance between aesthetics and mechanics, designing with math in mind, and why a strong elevator pitch that clearly defines your game’s core theme and mechanics is essential when pitching.
The episode also includes a thoughtful discussion on collaboration and co-designing, the differences between game designers and game developers, and the sometimes awkward conversations that can come with crediting creative work.
Paul Salomon – Guest
Danielle Reynolds – Host
Jason, John and Ron discuss Digital Divination’s upcoming hiatus and some of the things they’ll be working on during the down time. And about fighting a Tarrasque!
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