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Board Game Design Lab — 497 episodes · page 5 of 5

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Title
401

[BONUS] Jamey Stegmaier on Tips and Tricks to Make a Great Rulebook

402

The Making of Scythe with Jamey Stegmaier

403

[BONUS] Evan Derrick on Mechanics He Loves to Use

404

THEME! And How to Bring It Out with Evan Derrick

405

[BONUS] Danny Lott on How to Help Designers Playtest Their Games

406

Designing Horror Themed Games with Danny Lott

407

[BONUS] Carla Kopp on How to Run an Effective Playtest

408

How to Hustle and Get Things Done with Carla Kopp

409

[BONUS] Jason Perez on Using Games for Therapy

410

Learning Styles and Writing Rulebooks with Jason Perez

411

[BONUS] Randy Hoyt on what to Expect when Working with a Publisher

412

Going from Game to Sellable Product with Randy Hoyt

413

[BONUS] Fabio Del Rio on How to Stand out from the Crowd

414

Sports Themed Games with Fabio Del Rio

415

[BONUS] Daniel Aronson on How to Go from 0 to 600+ Facebook Likes in 60 Days

416

Graphic Design and Its Effect on the Player Experience with Daniel Aronson

417

[BONUS] Lance the Undead Viking on Where He Thinks the Board Game Industry is Headed

418

Let’s Talk Game Reviews with Lance Myxter the Undead Viking

419

[BONUS] Marshall Britt on Whether the Size of a Eurogame Matters

420

Lessons Learned as a Small Publisher with Marshall Britt

421

[BONUS] Hermann Luttmann on Designing a Zombie Game that Stands out from the Crowd

422

How to Design a Solo Game with Hermann Luttmann

423

[BONUS] Denny Weston on Designing Games that Can Be Played on the Road

424

Designing Outdoor Games with Denny Weston

425

[BONUS] James Hudson on His Favorite Non-Family Style Games

426

How to Design a Great Family Game with James Hudson

427

[BONUS] Daryl Andrews on Bringing a Licensed IP to Life

428

How to Work on Multiple Games at the Same Time with Daryl Andrews

429

[BONUS] Alex Hall & Gin Yu on Creating High Quality Videos

430

Lessons Learned from Following Game Designers Around with Alex Hall and Gin Yu

431

[BONUS] Seth Jaffee on the Value of Playing a Game Multiple Times

432

Taking a Design from Good to Great with Seth Jaffee

433

[BONUS] Richard Launius on Themes He’d Like to See

434

Designing a Good AI System with Richard Launius

435

[BONUS] Tony Miller on Finding Time for Game Design

436

Getting the Most out of a Design Convention with Tony Miller

437

[BONUS] Gil Hova on Why Drafting Is Such a Great Mechanic

438

Keeping a Design from Getting out of Hand with Gil Hova

439

[BONUS] Daniel Zayas on Kickstarter Features He Wants to See

440

Advice from a Kickstarter Expert with Daniel Zayas

441

[BONUS] Gabe Barrett on Using the Right Tools for the Job

442

Why Game Design Is Important with Gabe Barrett

443

[BONUS] Mike Mihealsick on Why Euro Games Are Awesome

444

Lessons Learned from Blind Playtesting with Mike Mihealsick

445

[BONUS] Chris Kirkman on Considerations When Designing a Small Game

446

Cthulhu Themed Games with Chris Kirkman

447

[BONUS] Morten Pederson on Writing Rulebooks for Non-Native English Speakers

448

Creating a Great Solo Variant with Morten Pedersen

449

[BONUS] Patrick Leder on How to Know When a Game Is Done

450

Designing an Asymmetrical Game with Patrick Leder

451

[BONUS] Chris Rowlands on What RPG Elements He’d Like to See More of in Board Games

452

Content as Marketing with Chris Rowlands

453

[BONUS] Rob Daviau on What Themes Need a Legacy Version

454

How to Playtest like a Pro with Rob Daviau

455

[BONUS] Brent Kinney on Underutilized Printing Opportunities in Games

456

The Ins & Outs of Printing with a Vice President from Panda Game Manufacturing, Brent Kinney

457

[BONUS] Tom Vasel on Where He Hopes the Gaming Industry Goes Next

458

Lessons Learned from Playing 5000+ Games with Tom Vasel

459

[BONUS] Sen-Foong Lim on Where to Find Components for Your Prototypes

460

How to Organize a Design Space with Sen-Foong Lim

461

[BONUS] Edo Baraf on How to Create and Manage Kickstarter Stretch Goals

462

Custom Components in Your Game with Edo Baraf

463

[BONUS] Dan Peterson on Themes that Need to Be Explored

464

Why a Publisher Might Reject Your Game and How to Handle It with Dan Peterson

465

[BONUS] JT Smith on How to Come Up with Expansion Ideas

466

How to Design a Great Cooperative Game with JT Smith

467

[BONUS] Jamey Stegmaier on How to Approach a Small Publisher with Your Game

468

A Day in the Life of a Pro Designer with Jamey Stegmaier

469

[BONUS] Emerson Matsuuchi on His Process of Creating Special Abilities

470

How to Make a Great Hidden Movement Game with Emerson Matsuuchi

471

[BONUS] Ryan Laukat on Creating Art for a Kickstarter Project

472

The Intersection of Art and Game Design with Ryan Laukat

473

[BONUS] Jerry Hawthorne on How He Draws Inspiration from Everyday Life

474

The Importance of Story in Games with Jerry Hawthorne

475

[BONUS] Stephen Buonocore on Things to Consider when Adding Components to a Game

476

How to Get Your Game Published with Stephen Buonocore

477

[BONUS] Richard Launius on His Favorite Game Mechanics

478

Advice, Cthulu, and How to Create an Epic Gaming Experience with Richard Launius

479

[BONUS] Jay Vales on How to Make a Good “Take That” Game

480

Why Good Reviews Aren’t Always the Magic Bullet with Jay Vales

481

[BONUS] Colby Dauch on Barriers to Entry in Gaming

482

Going Pro in the Gaming Industry with Colby Dauch

483

[BONUS] Mike Strickland on Coming up with Alien Races

484

How to Turn Kickstarter Failure into $100K+ Success with Mike Strickland

485

[BONUS] Rahdo on Themes He’d Like to See More Of

486

[BONUS] Luke Laurie on Things All New Designers Need to Know

487

[Bonus] Jamey Stegmaier on his favorite game mechanisms

488

How to Create the Perfect 2 Player Experience with Rahdo

489

How to Work with a Co-Designer with Luke Laurie

490

What I Wish I Would Have Known before I Got into Game Design with Jamey Stegmaier

491

Welcome to the Board Game Design Lab