Box design and shelf presence. First impressions in the retail environment.
Box design and shelf presence. First impressions in the retail environment.
Player interaction types. Direct conflict, trading, and indirect competition.
Card game vs board game design. The different constraints and freedoms.
My game collection. The designs that inspire my own work.
Theme vs mechanism. Which should come first in the design process.
Kickstarter campaign breakdown. Funding goals, stretch goals, and backer communication.
More info Show lessConvention strategy. Demoing your game at Gen Con and Essen.
Playtesting methodology. How I structure sessions and collect useful feedback.
Work in progress. This piece has been fighting me all week but I think we're finally friends.
More info Show lessSubscriber exclusive: Print-and-play release. New game, subscribers get it first.