DESIGNING THE EXPERIENCE AROUND THE PLAYER
Guest Post by Marco Valtriani Marco Valtriani is an Italian game designer and lead developer for Red Glove publishing. He also runs an Italian version of the Board Game Designer’s Forum: Board Game…
Guest Post by Marco Valtriani Marco Valtriani is an Italian game designer and lead developer for Red Glove publishing. He also runs an Italian version of the Board Game Designer’s Forum: Board Game…
WHAT’S THE DIFFERENCE BETWEEN ROLLING A DIE AND DRAWING A CARD? MAYBE MORE THAN YOU REALIZE. In my day job, I design casino games, so I spend a lot of…
“That movie sure has stood the test of time!” I’m sure you have heard a statement using that phrase “stood the test of time”. IS THE PASSING OF TIME A…
Part 3 of a 3 part series on the DFWNN Design competition – perspectives from two League of Gamemakers design teams! Here’s a link to Part 1 and Part 2. — The submissions…
Part 2 of a 3 part series on the DFWNN Design competition – perspectives from two League of Gamemakers design teams! — We are two weeks into the DFW Nerd Night…
Do you remember these posters? Everything in life can be learned from Kindergarten, Star Wars or cats. Ok, so the title isn’t serious (it’s not a comprehensive list or a…
Part 1 of a 3 part series on the DFWNN Design competition – perspectives from two League of Gamemakers design teams! — Debate has been lively here at the League…
WHAT IS DEFAULT DESIGN? Default design is a body of design choices, particularly thematic, that you don’t think about. You include them in your game design because they’re prevalent in other…
It’s Thanksgiving season, that time of year where many of us will be sitting down to way too much food, spending time with family, maybe playing some games, and if…
This is part 2 of Randy Hoyt’s piece from a publisher’s perspective, describing how he worked to re-theme Lanterns: The Harvest Festival from a game about flowers to become the beautiful game…