Game Design Unboxed: Inspiration to Publication Podcast Por Danielle Reynolds arte de portada

Game Design Unboxed: Inspiration to Publication

Game Design Unboxed: Inspiration to Publication

De: Danielle Reynolds
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Game Design Unboxed features interviews with tabletop game designers on specific games or series of games they have created. Listeners will learn where the initial idea for the game came from, how the game developed over time and where the game is now after being published.Copyright 2021 All rights reserved.
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
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