INDIE LESSONS: THEORY SOFT
Every project, team, and organization I’ve worked on, with, or for has taught me one indie lesson or another. This video highlights three lessons I learned from starting and ending…
Every project, team, and organization I’ve worked on, with, or for has taught me one indie lesson or another. This video highlights three lessons I learned from starting and ending…
Today I continue looking at the basic elements that make up tabletop games with Elimination. The previous articles can be found here: Goals, Scoring, Actions, Resources, Uncertainty, Space and Time, and Acquisition. These days, “elimination” is almost a…
SCOTT: House rule: For Las Vegas, I like the house rule that the total amount of money per casino goes up by $10k per round. The rules say to keep putting out…
There are battles, and then there are BATTLES. And what bigger battle is there than mechanics vs. theme? Ask any game designer which is more important, and get ready to listen,…
Building prototypes is time consuming, tedious, and often expensive. So, you might be wondering: How good does your prototype have to be? How much money should you be spending? And…
When is a prototype good enough to be published? I would say it’s when you can make the argument that it’s the best game you ever designed. Yes, that’s right, the…
So you have a game, are planning a Kickstarter, got a review, but have no idea how to market your project? This video is for you! This video is meant…
It’s Friday night at the Hammer Downs, Detroit’s legendary high-flying autoduel arena. Two levels, four pairs of launch ramps, and twenty-thousand bloodthirsty fans eager to see us drive too fast…
IN THE GAME INDUSTRY, COPYRIGHT, TRADEMARKS, AND PATENTS DON’T WORK. WE NEED SOMETHING ELSE. Recently, a federal court in Texas handed down a judgment that game mechanics aren’t covered by…
We’re big fans of contests here at the League of Gamemakers – in fact, many of us know one another from participating in game design contests. We’ve been judges, participants,…