Board Game Design Lab show

Board Game Design Lab

Summary: The Board Game Design Lab came into existence for a very simple reason: I could never find the game design info that I needed. And I assumed I wasn't the only one. I had a lot of very specific questions I wanted to ask game designers and publishers, and as it turns out, they're more than happy to answer those questions when asked. So, I created the BGDL Podcast. I release a weekly show that interviews designers, publishers, and board game insiders on specific topics. We don't waste time talking about games we've played lately or get caught up on pop culture. There are plenty of other podcasts that do those things very well. Instead, the show does a deep dive into subjects that I hope listeners find extremely valuable as they progress through their game design journeys. The show comes out on Wednesdays.

Podcasts:

 How to Design Miniature War Games with Marco Pecota | File Type: audio/mpeg | Duration: 1:07:13

Marco Pecota, designer of Legions of Steel, discusses everything that goes into designing a miniature war game. Marco has been designing these types of games since the 90s, and we go into combat systems, movement, metal vs plastic, and everything in between. And be sure to check out Marco’s miniatures packs on Kickstarter HERE.

 Designing Games that Tell Stories with Ignacy Trzewiczek | File Type: audio/mpeg | Duration: 1:02:09

Ignacy Trzewiczek, founder of Portal Games and designer of Robinson Crusoe, discusses his company’s motto: Games that tell stories. We go in-depth into Ignacy’s design process, talk about his most popular games, and get to the heart of what it looks like to create games that have players leaving the table with a story to tell.

 The Secret Sauce of Game Design with Peter C. Hayward | File Type: audio/mpeg | Duration: 56:00

Peter C. Hayward is back on the show, and we’re delving into the secret sauce of his personal design process. Hint: It all hinges on blind playtesting. Peter is a designer, developer, and publisher, so he has the benefit of seeing games from lots of different angles.​​

 How to Fund a Game on Kickstarter with Gabe Barrett | File Type: audio/mpeg | Duration: 55:24

it’s just me on the show, and I’m talking about my latest book project called Board Game Kickstarter Advice.  I go through some of my favorite excerpts from the 50 interviews I did for the book and discuss why it’s such good advice if you want to fund a game on Kickstarter. Be sure to check...

 What Board Game Designers Can Learn from Video Games with Charlie Cleveland | File Type: audio/mpeg | Duration: 1:03:01

Charlie Cleveland, professional video game designer and founder of Unknown Worlds Entertainment, discusses the crossover of video games and board games and what board game designers can learn from their digital counterparts. And be sure to check out Charlie’s game, Vampire Vendetta, on Kickstarter HERE.

 Designing a Game System with Bez Shahriari | File Type: audio/mpeg | Duration: 1:06:52

Bez Shahriari, designer of Yogi, discusses how to design not just a game but a gaming system that can support lots of different games. Bez designed a system called the ELL Deck a while back, and we get into everything a designer has to think about when working on a project that’s going to consist of more...

 Designing a Betting Game with Victoria Caña and Alex Uboldi | File Type: audio/mpeg | Duration: 1:04:30

Victoria Caña and Alex Uboldi, designers of Gladius, discuss the design process for creating a game with betting at its core. We go into the ins and outs of balancing hidden vs open information, tension, and why people like these games so much.

 Designing Big Games with Tim Eisner | File Type: audio/mpeg | Duration: 1:04:28

Tim Eisner, designer of Tidal Blades, discusses the design process for creating big games. Tim is a master of designing games that take up a bunch of space on your table, but his games are also super approachable.

 Designing a Farming Game with Juma Al-JouJou | File Type: audio/mpeg | Duration: 1:07:31

Juma Al-JouJou, designer of Clans of Caledonia, discusses the design process for a farming centric game. We talk about market economies, resources, balance, and more.

 Localization with Mohamed Alqadi | File Type: audio/mpeg | Duration: 1:05:27

Mohamed Alqadi, designer of Conqueror: Final Conquest, discusses what localization is and how you can take it to the next level.  We talk about not only translating a game but also changing the art and gameplay depending on where the game is being sold.

 Designing a Nature-Themed Game with Erica Bouyouris | File Type: audio/mpeg | Duration: 1:05:09

Erica Bouyouris, designer of Bosk, discusses what all goes into designing a nature-themed game.  We talk about bringing a theme to life, mechanisms, art, components, and more.

 Publishing Your First Game with David Smith and Travis Winstead | File Type: audio/mpeg | Duration: 1:15:19

David Smith and Travis Winstead, designers of 10 Gallon Tank, discuss what all goes into publishing your first game.  We talk about idea selection, creating a product, long-term planning, and more. And be sure to check out their game 10 Gallon Tank on Kickstarter HERE.

 The Making of Dungeon Ball with Gabe Barrett | File Type: audio/mpeg | Duration: 55:51

For this episode, I’m doing another design diary, and this time I’m talking about my monster-themed football game Dungeon Ball. I talk about how the game came to be and what went into its design process.  I also go into the business side of things and talk about the highs and lows of its Kickstarter campaign.

 Designing Adventure Games with Mike Gnade | File Type: audio/mpeg | Duration: 1:04:13

Mike Gnade, designer of Maximum Apocalypse, Set a Watch, The Few and Cursed, discusses what all goes into designing an adventure game.  We talk about open worlds, story moments, combat, events, luck, and all sorts of other things that come together to make a good adventure game.

 Designing an Awesome Print-n-Play with Martin Gonzalvez | File Type: audio/mpeg | Duration: 1:21:16

Martin Gonzalvez, expert print-n-player, discusses why having a print-n-play version of your game is so important.  We talk about best practices and ways to make PnP files with excellence. We also get into some game creation techniques.

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