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Mike Kelley, designer of Mega Man Adventures, discusses cooperative games and what goes into designing a good one.
Mike has been designing and reviewing cooperative games for years, and we dive into both creating co-op games and how to stand out to reviewers and gamers.
The post How to Design a Cooperative Game with Mike Kelley appeared first on Board Game Design Lab.
Assad Quraishi, designer of Genesis: Battle of Champions, discusses everything to think about if you want to design a trading card game for today’s market.
We talk about how to get started, building an audience, when to go to Kickstarter, how to stand out, and more.
The post Designing a Trading Card Game in the Modern Era with Assad Quraishi appeared first on Board Game Design Lab.
Jonny Pac, designer of Merchants Cove and lots of other games, discusses his process of finding the perfect mesh of theme and mechanisms.
We talk about his approach to theme in his various games, research, and what it looks like for mechanics to make sense inside the theme.
The post Thematically Informed Game Design with Jonny Pac appeared first on Board Game Design Lab.
Marvin Hegen, designer of Mindbug, discusses how to use a blue ocean strategy in game design and game publishing.
We talk about blue ocean vs red ocean concepts, how the strategy can help you pitch games, marketing, and more.
The post Using Blue Ocean Strategy in Game Design with Marvin Hegen appeared first on Board Game Design Lab.
Trevor Benjamin and David Thompson, designers of the Undaunted series, discuss how to take a solid core idea and then expand on it.
We talk about the making of Undaunted games, what goes into creating expansions, standalone sequels, and new games with similar DNA to previous designs.
The post How to Expand on a Core Idea with Trevor Benjamin and David Thompson appeared first on Board Game Design Lab.
Ariel Rubin and Juliana Moreno, designers of the Escape Room in a Box series, discuss what it takes to put a new twist on a familiar genre.
Over the last few years, they’ve designed and published several games that brought new angles and fresh ideas to various different genres, so we dive into lots of great examples of how to do this.
The post How to Put a New Twist on a Familiar Genre with Ariel Rubin and Juliana Moreno appeared first on Board Game Design Lab.
Darren Terpstra, designer of Ignite, discusses what to be aware of when designing games that go up to six or more players
We talk about the pros and cons of higher player count games, balance, finding playtesters, and more.
The post Designing Games with Higher Player Counts with Darren Terpstra appeared first on Board Game Design Lab.
Nicolas Fournier, designer of Megapulse, breaks down his top 10 Photoshop tips and tricks to help game designers.
The post Top 10 Photoshop Tips for Game Designers with Nicolas Fournier appeared first on Board Game Design Lab.
Jon Spike, designer of Gamestormers, discusses his game about designing board games (it gets a bit meta). I think it’s an excellent way to introduce new people to the game design hobby and also might make for a helpful resource for seasoned designers.
The post A Game about Game Design with Jon Spike appeared first on Board Game Design Lab.
The post How to Design a Pick-up and Deliver Game with Marcel Köhler appeared first on Board Game Design Lab.
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