What’s in Your Prototyping Collection?
Prototyping

What’s in Your Prototyping Collection?

Testing your ideas quickly and easily is essential for good game design, and versatile components help with that. But trying to shuffle index cards or…

Stones of Fate: The Inception
Designing

Stones of Fate: The Inception

About Stones of Fate Stones of Fate is a fast-paced memory and area-control game for 2-4 players. In the game, players put “Fate Stones” next…

China vs the United States; Where to Manufacture
Publishing

China vs the United States; Where to Manufacture

Where to manufacture? Most game manufacturers encounter this question as they enter the field. It’s easy to be scared of dealing with a foreign country,…

Hi-Yo Silver to Aloha! – Part 1
Musings

Hi-Yo Silver to Aloha! – Part 1

The Adventure Begins As a young boy I would rush home from school and settled in next to the floor model radio console to listen…

My Kickstarter Experience – King of Crime
Kickstarter

My Kickstarter Experience – King of Crime

The Game: KING of CRIME I had this game ever since I created Battle of the Bands back in 2000. I liked the game engine…

Kickstarting Stones of Fate: Building Success Through Failure
Kickstarter

Kickstarting Stones of Fate: Building Success Through Failure

As I sit here on the eve of re-launching my Stones of Fate project, I can’t help but think about all I have learned the…

Experience vs Mechanics
Mechanics

Experience vs Mechanics

As game designers, and even just as players, we often think and describe games by their mechanic. These are the gears of the game: the…

Friends Don’t Let Friends Marry Gamers
Musings

Friends Don’t Let Friends Marry Gamers

Star Trek? When I was a little girl my Dad’s favorite show was Star Trek. I remember sitting in his lap, watching Captain Kirk kiss…

How to Scare Absolutely Everyone Away from Playtesting Your Game!
Playtesting

How to Scare Absolutely Everyone Away from Playtesting Your Game!

You know what game designers hate more than anything else? Playtesters! They come out in droves during game nights and meetups like so many zombies,…

Designing Games to Prevent Analysis Paralysis – Part 2
Designing

Designing Games to Prevent Analysis Paralysis – Part 2

In Part 1 of this series, I discussed the origins of analysis paralysis and five principles to keep in mind while designing. In this installment,…

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