Episodes
In this episode, I chat with James Ernest about how to make a game that doesn’t just work mechanically but is also a lot of fun to play. We talk about how to identify when testers are having fun, the design decisions that create fun experiences, utilizing surprise, and a whole lot more. You can...
Published 07/31/23
In this episode, I chat with Amy and Dusty Droz who raised over $1 million on Kickstarter as first-time creators with a game that only costs $39. You can late back their game, Botany, here: https://botany.backerkit.com/hosted_preorders
Published 07/24/23
In this episode, I give my best advice on how to reach out to content creators and get featured on podcasts, and I chat with my friend, Justin Kral, a professional audio engineer about how to create an audio setup that sounds great.
Published 07/18/23
In this episode, I chat with Andrew Lowen, and we break down a recent crowdfunding campaign I ran that I had to cancel. I talk about the mistakes I made and what I’m doing to fix things as I get ready to relaunch the campaign.
Published 07/11/23
Jorge Velez, professional illustrator, discusses topics related to art and creativity. We talk about how comparison destroys creative people, how to make your own luck, the different paths to becoming a pro artist, best practices for finding and working with artists, and a whole lot more.
Published 07/03/23
Zachary Strebeck, a lawyer who specializes in games, dives into the many legal issues that arise when bringing games to life and getting them on the market. We talk about clauses to look out for in contracts, the pros and cons of NDAs, what you need to know about copyrights and trademarks, and a whole...
Published 06/25/23
In this episode, Sen-Foong Lim talks about how he balances his 50+ hour a week teaching job with working on 40+ games a year. We talk about how to design like crazy without burning out, how to get into a flow state, the myth of being self-made, how to work with co-designers, and a whole...
Published 06/19/23
Peter C. Hayward, from Jellybean Games, is back, and we’re talking about how a hyper-creative person can pursue lots of different projects and actually get things done.
Published 06/11/23
In this episode, Jamey Stegmaier talks about how to make money creating games. We talk about how to monetize creativity and the many roadblocks people run into. Jamey unpacks what he would do if he had to start over and build a publishing company from scratch. He opens up about his biggest financial mistake. We...
Published 06/05/23
Here’s a quick update about the relaunching of the podcast and the future of the Board Game Design Lab. Lots of cool things ahead!
Published 06/05/23
Today’s show is the final episode of the BGDL podcast for the foreseeable future. Jamey Stegmaier, the show’s very first guest, joins me, and we talk through the past, present, and future of the BGDL, and I talk a lot about what’s next for me.  I tell lots of stories, get a bit emotional, and talk...
Published 06/22/22
I’m celebrating the podcast’s 300th episode by chatting with Alan Moon, the designer of Ticket to Ride.We go through his long career in the gaming industry, discuss the genesis of Ticket to Ride, chat about playtesting and pitching, and more!
Published 06/15/22
Peter C. Hayward, from Jellybean Games, is back, and we’re talking through our absolute best tips and advice for game designers.We split the conversation into two parts: new designers and experienced designers. And we talk through our own successes and failures. And be sure to check out Peter’s latest game, Sunshine City, which you can...
Published 06/08/22
Patrick Mcneil, from McMeeple Games, discusses what it’s like to design games with his children.Patrick has been creating games with his kids for years and has gotten many of the designs to the point of being fully published games. We talk about being intentional, setting the right expectations, overcoming negative feedback, and more.
Published 06/01/22
Ben Rosset, designer of The Search for Planet X, talks about how to design games based on real-life systems and processes.​Ben has designed games based on aging cheese, brewing beer, finding planets, manufacturing board games, and many other themes that happen in the real world, so we have quite a bit to chat about.
Published 05/25/22
Jess and Steph Nguyen, from Hot Potatoz, talk about how to design take that games. We talk about finding a good balance of fun, game length, and hurt feelings. And we get into finding the right audience, playtesting, and more.
Published 05/18/22
Jesse Stacy, from Triceratops Games, discusses how to design drafting games. Jesse has been working on a drafting style game for a while, and we dive into the different types, how to keep a game moving, stacking other mechanisms, and more.
Published 05/11/22
Gino Brancazio, from Tinkerbot Games, talks about the three stages of prototyping, and we discuss what you need to know depending on which stage you’re in.
Published 05/11/22
Andrew Lowen and Sean Bradford, from Next Level Web, talk about how to get the most out of your crowdfunding campaign. We spend most of the time talking about different aspects of marketing and break down examples from our own campaigns of what worked and what didn’t.
Published 05/04/22
Rob Dougherty, founder of Wise Wizard Games, talks about how to run a successful publishing company. We talk about how Rob got started, how to actually make money, how to use Kickstarter effectively, and more.
Published 04/27/22
Ryan Laukat, designer of Sleeping Gods, talks about designing open world games. Sleeping Gods is a phenomenal example of how a board game can pull off the open world experience, and we do a deep dive into basically every aspect of its design. I’ve also been working on an open world game of my own...
Published 04/20/22
Matt Bivens discusses how to teach game design. Matt has been teaching design to high school kids for years, and we get into the usefulness of game design concepts, feedback, and more.
Published 04/13/22
Jess Metheringham, founder of Dissent Games, talks about designing games that are housed completely on greeting cards. We talk about the value of constraints, holiday themes, and more.
Published 04/13/22
Kathleen Mercury, designer of Greece Lightning, talks about designing race games. We talk about meshing a racing theme with mechanisms that actually feel like a race, different ways to win, general design concepts, and more.
Published 04/06/22
Stephen Schwartz and Floyd Lu, designers of Slash and Spells, talk about designing asymmetrical games. We talk about creating interesting differences, balancing factions, the challenges of playtesting these kinds of games, and more. And be sure to check out Stephen and Floyd’s game on Kickstarter HERE!
Published 03/30/22