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BGDL 31 -Seth Jaffee: Taking a Design from Good to Great

Seth Jaffee, designer of Eminent Domain, discusses how to tackle that last 10% of game design that takes a game from merely good to that next level of great.

Check out the episode here:

And be sure to check out the BGDL inspired t-shirt project over at IndieGoGo. Shirts are only available for a very limited time.

Check out the shirt here:

BGDL 30 - Richard Launius: Designing a Good AI System

Richard Launius, designer of Arkham Horror, shares great, veteran advice on how to design an AI system for both co-op and non co-op games.

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BGDL 29 - Tony Miller: How to Get the Most out of a Design Convention

Tony Miller, attendee of double digit design conventions, discusses why it’s so important to attend design cons and what you need to take with you to get the most out of your experience.

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BGDL 27 -Daniel Zayas: Advice from a Kickstarter Expert

Daniel Zayas, a member of the Kickstarter Expert program, discusses what the program is and how it works. He also gives some really great advice on how to run a successful Kickstarter campaign.

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BGDL 26 -Gabe Barrett: Why Game Design Is Important

Gabe Barrett, founder of the BGDL, discusses why this hobby of ours matters and why game design is much more than just a fun, little activity. He also shares some stories that relate to design and talks about where the BGDL is headed in the future.

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BGDL 25 -Mike Mihealsick: Lessons Learned from Blind Playtesting

Mike Mihealsick, from Coalition Games, discusses all the lessons and insights he’s learned after facilitating hundreds of blind playtests. Blind playtesting is the purifying fire in which we truly get to find out what our games are made of, and Mike offers a ton of advice on how to navigate the process well.

Check out the episode here:

BGDL 24 - Chris Kirkman: Cthulhu Themed Games

Chris Kirkman, designer of Fate of the Elder Gods, discusses Cthulhu themed games and what makes them so popular. There’s just something about Cthulhu that continues to intrigue people, and even with all the Cthulhu games that have come out, there’s still a great deal left to be explored.

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BGDL 23 - Morten Pedersen: Creating a Great Solo Variant

Morten Pedersen, designer behind the solo modes for games such as Scythe and Viticulture, discusses how to scale a game down to one player and create a great solo experience.

Morten has his own design company that focuses on creating single player systems for games and has even won awards for it.

To listen to the episode, go here:

BGDL 22 - Patrick Leder: Designing an Asymmetrical Game

Patrick Leder, designer of Vast, discusses what all goes into designing an asymmetrical game. In Vast, each player takes on an incredibly different role with different actions, different win conditions, and different ways to play. And creating a game of this scope is no small task.

Check out the episode here:

BGDL 21 - Chris Rowlands: Creating Helpful Content as Marketing

Chris Rowlands, designer of Last Garden and host of NPC-Cast, discusses creating awesome content that helps people as much as possible and also builds up goodwill toward you and your games.

The board game community is incredible, and there are tons of opportunities to help fellow designers and add value to what they’re trying to create. And in doing so, you build relationships that will likely lead to people wanting to help you when the opportunity arises.

Check out the episode here:

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by Dr. Radut