Today we are talking about player experience in board games. What is the experience we want to give our players? Can the experience change as we develop our games? How can the player experience help us make better games?
Today we are talking about how to choose the art style for your board game. This is quite a big step in the creation of a board game and can be quite tricky to navigate. It’s all part of the design process and we’re here to flesh it out a little bit.Continue reading Choosing An Art Style | Game Design
Today we are talking about our experience with Board Game Arena. We are going to discuss what board game arena is, what it was like adapting Dice Summoners and why we like it.Continue reading Board Game Arena | Game Design
Today we are talking about how we balanced Dice Summoners. We are going to discuss the paths we focused on for players, balancing dice and cards and breaking the rules of balance, just for fun.Continue reading How We Balanced Dice Summoners | Game Design
Today we are talking about balancing a board game. We are going to discuss where the worlds of fun and balance collide, what our process is and we discuss how to find the balance in your game.
Today we are talking about being an exhibitor at our first board game convention and what you can do to prepare for yours. We are going to discuss what we had planned before, what we did to stay energised and what we improvised as the convention progressed. This should be helpful to anyone attending their first board game convention who are trying to figure out what they will get out of it and what they can do to prepare.
Today we are talking about how to work with artists. We are going to discuss why you should choose one, how to work with one and any pitfalls that you might have.
The different stages of rulebook development, the reasons for good layout and design and common sections you may have.
Why you should do it, how to get ready, what the community will want and what to do after.
How to create a high quality prototype, doing it yourself and the components.
How to choose a manufacturer and how to decide what your final components will look like.
What groups to playtest with, how to get the best feedback and feeding it into your game.
How to create prototypes, what to do when you have it and what you are trying to accomplish.