PoddsändningarFritidGame Design Unboxed: Inspiration to Publication

Game Design Unboxed: Inspiration to Publication

Danielle Reynolds
Game Design Unboxed: Inspiration to Publication
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  • Game Design Unboxed: Inspiration to Publication

    GDU 143 - Pirates of the High Teas

    2026-06-16 | 44 min.
    In episode 143 of Game Design Unboxed, we talk with board game designer and founder of Pink Hawk Games, Emily Vincent.

    After a career in software and UX design, Emily caught the game design bug when she realized the games she wanted to play simply weren't on the table. She shares how her love of afternoon tea inspired Pirates of the High Teas, leading to a great discussion on thematic integration, player motivation, and making mechanics feel believable.

    The episode also covers how Emily's UX background informs playtesting and player feedback, managing player expectations, game naming and SEO, overlooked maintenance mechanics, the realities of crowdfunding, the rise of delightfully unique themes in tabletop, and how embracing authenticity and challenging traditional ideas of professionalism can lead to greater success both in design and in life.
     

    Featuring: 

    Emily Vincent - Guest

    Danielle Reynolds - Host
  • Game Design Unboxed: Inspiration to Publication

    GDU 142 - Diplomacy: The Golden Blade

    2026-06-02 | 43 min.
    In episode 142 of Game Design Unboxed, we talk with freelance game designer Rosco Schock about his first published game, Diplomacy: The Golden Blade, released by Renegade Game Studios. The conversation focuses on the challenge of translating the "feel" of a classic, beloved strategy game into a streamlined and more approachable card game experience.

    We also discuss the path from prototype to publication, finding the right publisher and timing for a licensed project, and balancing respect for a 60-year-old franchise while creating something new. Rosco explains how Diplomacy: The Golden Blade now serves as an on-ramp to the larger Diplomacy experience, why understanding a game's unique selling points matters, and how patience and persistence pay off in game design. Plus, we learn what a game triathlon is.

    Featuring: 

    Rosco Schock - Guest

    Danielle Reynolds - Host
  • Game Design Unboxed: Inspiration to Publication

    GDU 141 - Inkwell

    2026-05-19 | 32 min.
    In episode 141 of Game Design Unboxed, we talk with librarian and game designer, Lewis Graye, whose game design journey began after relocating to Syracuse, becoming part of the local tabletop scene, and participating in a game design contest at a wedding.

     

    They share the story of Lewis’ first published design, Inkwell, and its unexpected path to publication, which began as a playtest mechanic that DVC Games expanded into a full game whose theme was inspired by the animated movie, The Secret of Kells. 

    The discussion continues into the use of historical, open source inscriptions for content, the importance of balancing gameplay so it stays fun without becoming overly cutthroat, adapting designs to publisher constraints like box size and component changes, how player experience can shift depending on the group, designing escape rooms, the importance of getting a playable prototype to the table early, and how the salt in the Syracuse water yields some pretty great game designers.

     

    Featuring: 

    Lewis Graye - Guest

    Danielle Reynolds - Host
  • Game Design Unboxed: Inspiration to Publication

    GDU 140 - Wine Cellar

    2026-05-05 | 37 min.
    In episode 140 of Game Design Unboxed, we talk with Andrew Stiles, game designer and co-host of the podcast Tabletop Submarine, about how discovering GDU early in his design journey helped him better understand the tabletop space, and how a life reset during COVID (and a challenge to get a game signed in 6-months by his wife) sparked a career pivot into game design.

    We talk about his first game, Wine Cellar, and how the inspiration came from his previous background as a sommelier, prompting him to lean into the “design what you know” mentality. Andrew talks us through key development decisions, such as scaling player counts, reworking card math, and how table space and visibility shape the player experience.

    The episode also covers other topics, including the realities of breaking into the industry, the value of the UNPUB mentorship program, researching and targeting the right publishers, why smaller conventions are a great place to network for new designers, Board Game Arena (BGA) implementations, designing for non-gamers, and bad fonts that keep you up at night.

    Featuring: 
    Andrew Stiles - Guest
    Danielle Reynolds - Host
  • Game Design Unboxed: Inspiration to Publication

    GDU 139 - Side Effects

    2026-04-21 | 42 h 43 min.
    In episode 139 of Game Design Unboxed, we chat with Jade Shames and Ben Bronstein, co-founders of Pillbox Games and co-designers of this episode’s spotlight game, Side Effects.

    They talk about how a mental illness–inspired card game idea (later titled Side Effects) sparked their collaboration and company, the power of bold visuals, why skeletons make perfect models, the balance between realism and accessibility, adjusting setup rules for varying player counts, and being innovative when it comes to product design for your games.

    They also discuss homebrew variants, the all-too-familiar and disturbing medical side-effect warnings in commercials, and the hope that, if a misprint or typo occurs in print, it might become a collectible one day!

    Featuring:

    Jade Shames and Ben Bronstein - Guests
    Danielle Reynolds - Host
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Om Game Design Unboxed: Inspiration to Publication
Game Design Unboxed features interviews with tabletop game designers on specific games or series of games they have created. Listeners will learn where the initial idea for the game came from, how the game developed over time and where the game is now after being published.
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