Usually, when I send out a newsletter I am confident that it’ll reach everyone without a hitch. But this time, at the worst possible moment, disaster struck...
Usually, when I send out a newsletter I am confident that it’ll reach everyone without a hitch. But this time, at the worst possible moment, disaster struck...
Announcing a new game or expansion might seem straightforward—just post on Facebook, tweet it out, and send a newsletter, right...?
When designing a complex game, traditional playtesting methods might not always provide the insights you need. Recently, I organised an intensive playtesting event to focus on my newest game's flow, learning curve, and overall player experience. Here's how it went and why I would recommend this approach to others.
As I've developed more games, I've also come to appreciate the importance of high-quality prototypes. Not so much with the first versions, but as a game progresses, it’s crucial to touch and feel the components. Today, I want to share three not-so-cheap tools that I’ve loved ever since they arrived.
A lot of new designers come to me trying to figure out whether they should search for a publisher or self-publish their game, but sometimes I think there is a better third option.
As humans, we often surround ourselves with like-minded individuals, increasing the odds of being liked and fostering enduring friendships. This practice is normal, but knowing people beyond our usual circles holds significant value.
When I work on a new game I spend a lot of time thinking about what I want it to achieve. Today I’ll be looking at my next unannounced game and sharing some of the goals I hope to accomplish during its development.
Last week something tiny caused me some major trouble and forced me to alter my plans. Sometimes things just happen and you have to adapt.
In the weeks leading up to Gen Con, social media fills with people discussing which games they are looking forward to, and a buzz of excitement grows in the gaming community. But just how important is this for a game?
When it comes to balancing player count and game length do you have a preferred approach? Today I’ll be looking at several different methods to better understand which offers the best experience.