Episodios

  • GDU 138 - Song Survivor
    Apr 7 2026
    In episode 138 of Game Design Unboxed, we chat with Edwin D. Benton II, Founder and CEO of Doin’ the Most Games, about how his journey into game design stemmed from an addiction to app games like Words With Friends and a frustration with their limitations. This inspired him to build his own inclusive, slang-driven app where players could contribute words from around the world, a mindset that evolved into the world of tabletop card games, which were gaining popularity at the time. We talk about the spontaneous vacation sing-along moment that sparked Song Survivor, his playtesting process (from parties with friends to blind tests), his passion for designing for players with disabilities and specific cultural groups, hiring experts, packaging for mass market (why box size matters), and leveraging celebrity endorsements (and how to get them). Featuring: Edwin D. Benton II - Guest Danielle Reynolds - Host
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    31 m
  • GDU 137 - A Place for All My Books
    Mar 24 2026
    In episode 137 of Game Design Unboxed, we chat with freelance game designer and developer for Druid City Games, Michael Mihealsick who shares industry insights from years of working for multiple companies, taking on freelance projects, and continually refining his game design craft. We discuss the rise of cozy game design and what that means for different players, the niche book-collecting concept featured in this episode's game highlight, "A Place for All My Books," and how ditching a victory point tracker allowed for a competitive game to still feel safe and inviting. Other topics in this episode include how games can adopt an audience or become a lifestyle experience, the feeling of being “typecast” as a designer, the definition of laundry day and frankenstein in game designer language and artwork differences for the same game in different countries.

    Featuring:

    Michael Mihealsick - Guest

    Danielle Reynolds - Host

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    48 m
  • GDU 136 - 3 Tricky Pigs
    Mar 10 2026

    In episode 136 of Game Design Unboxed, we chat with freelance game designer (and Danielle’s co-designer on Tricky Kids), Steven Ungaro, who shares his “zero-to-three-games-in-a-year-hero” design journey. They discuss how discovering hobby games led him down the research rabbit hole many aspiring designers fall into, and how resources like the long-running Ludology podcast have evolved over the years. Because it is Steven’s specialty, the episode covers a lot about trick-taking games, including designing for “bad hands,” the genre’s popularity in the Midwest, and making it more accessible to non-trick-takers. They also talk about how playtest feedback can shift your perspective on terminology, mechanics, and rule clarity, common phobias in games, matching art aesthetics to theme, and how players can rely on familiar stories (like The Three Little Pigs) when learning new games. Featuring: Steven Ungaro - Guest Danielle Reynolds - Host

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    42 m
  • GDU 135 - Stable Times
    Feb 24 2026

    In episode 135 of Game Design Unboxed, we chat with freelance game designer Kristen Mott, whose game design journey began with creating games for her kids to play at home to supplement homeschooling. We talk about how kids are great built-in playtesters, how her children’s interests were her thematic inspiration for designs, what kids learn through play, and the wild thematic evolution of Stable Times from a game about starfish, to tattooing sea monsters, to horses. Other topics include how co-designing expands your skills, the value of feedback, her experience self-publishing, and the realities of waiting on contracts, ghosting, and publisher limbo. The conversation also talks about adding personal Easter eggs to your game and the collection of real horses featured in Stable Times. Featuring: Kristen Mott - Guest Danielle Reynolds - Host

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    43 m
  • GDU 134 - Wispwood
    Feb 10 2026
    In episode 134 of Game Design Unboxed, we chat with first-time game designer Reed Ambrose about his family-weight, tile-laying game Wispwood. Reed shares how his journey began with BoardGameGeek (BGG) contests just for fun, and how collaborating with published designers pushed his craft forward and helped him take design seriously. We discuss why design contests like the ones on BGG are a great starting point (structure! deadlines!), how an UNPUB speed-pitching event helped Reed get on publishers’ radar, and the eerie folklore behind Wispwood, inspired by his fascination with the ghostly forest lights known as Ignis Fatuus. We also cover what it’s like working with publishers, from building relationships to how pitches move through design and development teams, why having multiple themed prototypes matters, and the challenge of designing a solo mode that stays true to your game. This episode also opens with a brief bonus interview previewing March’s upcoming UNPUB Festival, an annual event hosted by the volunteer organization UNPUB focused on unpublished games and designers. The intro-chat highlights the event’s offerings, from industry-led panels and workshops to large-scale playtesting opportunities. Check out the convention March 12-15, 2026!

    Featuring:

    Reed Ambrose - Guest

    Danielle Reynolds - Host

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    48 m
  • GDU 133 - Honey Buzz
    Jan 27 2026

    In episode 133 of Game Design Unboxed, we chat with game designer and Creative Director Paul Salomon about his innovative worker placement and tile-laying game, Honey Buzz. The conversation covers the creative path that led him from math, music, and juggling into tabletop game design, the balance between aesthetics and mechanics, designing with math in mind, and why a strong elevator pitch that clearly defines your game’s core theme and mechanics is essential when pitching.

    The episode also includes a thoughtful discussion on collaboration and co-designing, the differences between game designers and game developers, and the sometimes awkward conversations that can come with crediting creative work.

    Featuring:

    Paul Salomon - Guest

    Danielle Reynolds - Host

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    56 m
  • GDU 132 - Season 6 Recap
    Jan 13 2026

    In episode 132 of Game Design Unboxed: Inspiration to Publication, Amanda Rivera returns from behind-the-scenes to behind-the-mic as a guest host to chat with Danielle about GDU's sixth season. They talk about how thematic season 6 was, recall insights about arguably one of the most common questions in game design (to pitch or self-publish), share how designers make games accessible and approachable, comment on the power of networking in the tabletop community, and share more about the amazing games and guests who were featured this season.

    Danielle also shares previews of her upcoming games and expansions, discusses the trials and tribulations of the gaming industry in 2025, and highlights trends she's noticed on the horizon.

    Other interesting highlights from the season six recap:

    • How games can inspire connections between people (especially cooperative games that link players together with a common goal).
    • Networking, networking, networking!
    • How Amanda always needs to know the flavor text for who the first player is.
    • Danielle explains the definition of her term "art correction" rather than art direction.

    Featuring:

    Danielle Reynolds - Guest

    Amanda Rivera - Guest Host

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    1 h y 15 m
  • GDU 131 - Pandemic
    Dec 30 2025

    In episode 131 of Game Design Unboxed, we chat with game designer Matt Leacock about his “infamous” game Pandemic.

    Matt explains how his path into game design was shaped by watching his artsy uncle create games as a hobby and by growing up surrounded by "bad" games from the 1970s that he couldn’t help but try to improve. We discuss how overly competitive family game nights pushed him toward cooperative play, and how his first true co-op game inspired him to design experiences where players succeed or fail together. That philosophy, paired with an interest in chain reactions and the cultural relevance of disease in the early 2000s became the foundation of Pandemic.

    We talk about the thought process behind the game’s map, designing with real-world locations, drawing from existing game mechanics, and the value of diverse and remote playtesting. We also discuss working on game expansions, legacy design, teamwork, and how strong design skills support better prototypes and long-term vision.

    Featuring:

    Matt Leacock - Guest

    Danielle Reynolds - Host

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    43 m