Wherein my board game design ramps up as I talk a little bit about a big game. I also ask you to accept my apology as I accept my failing…
Lesson 6.2 – Min/Max and Contraints
Sometimes when you hit “designers block” it can be equally useful to both back yourself into a corner as well as setting yourself free. In this post, I want to…
23rd July 2020
I don’t write this in isolation and I am always keen to get feedback and ideas from anyone who reads this. Be sure to drop your email address in at…
22nd July 2020
Where-in I start to really drive things in “For The Hive” and as a result neglect anything of the other games entirely 🙂 When I started working on “For the…
Lesson 6.1 – Tweaking: 5 Whys and The Right Question
As always, please make sure to subscribe so you find out when all my lessons drop on the site! I try to do a couple a week, and I’m always…
LESSON 5.5 – NO REALLY, PLAY TEST!
Play testing is so fundamentally important, I’m choosing to write 2 posts in a row about. I am hoping this one will provide slightly more practical advice that the last!…
14th July 2020
Wherein I a remember just how difficult it is to write a rule book, I’m forced to pamper myself and I make no headway outside of my mind with doctors…
LESSON 5: PLAYTEST, PLAYTEST, PLAYTEST
Playtesting is the single-most powerful tool you have at your disposal as a games designer. The earlier you are able to get you ideas in front of the player, the…
Lesson 4: Iterative Design
So you have your game theme, you have your core mechanics, and your ready to get the game in front of people to play test. This is where the magical…