

Especially early in the design process, other designers not only help identify problems, but may also be able to articulate the source of the problem and help brainstorm solutions. This is especially true if you are able to playtest with other designers. Getting a game to the table is the best possible way to make progress in designing and developing your game. Games never play out on the table the way they do in your head. The weekly Cardboard Edison newsletter is also a great way to learn what’s going on in the board game design world, and is well worth the $5 monthly subscription fee. Some of these are from regular board game content creators (including Brothers Murph, Board Game Hot Takes, Talk Cardboard, Meeple Town, Two Wood for a Wheat, and Punchboard Paradise), and others are specific to game design (including Ludology, Board Game Design Lab, Building the Game, and Board Game Community Show). Whenever I’m commuting, doing chores, or exercising, I’m also listening to a podcast or video. I supplement my limited gaming time with board game podcasts and videos, so I can stay up-to-date and learn, even when I’m not able to get a new game to the table. In the game design space, you’ll often see humblebrags by people who “only” managed to play 10 in-person games in a week – and this can be incredibly demoralizing for those of us who manage far less than that. As important as it is to “study the craft,” both by designing and playing games, it’s equally important to set realistic expectations. Many designers, myself included, balance design work with full-time jobs, family responsibilities, and the external hobbies and activities that make us well-rounded people. Learn Games & Game Design (Realistically) I don’t recommend that anyone start designing games solely in pursuit of eventual publication you may spend years designing a game that will never see the light of day, so it’s critical that you get satisfaction and enjoyment out of the design process. I found the process to be incredibly rewarding, but it took a lot of sustained commitment (and a healthy dose of luck along the way).

I’ve easily spent hundreds of hours designing and prototyping, and spent significant mental and emotional energy working to bring the game to fruition. Going through the process – and working with Stonemaier – has taught me a lot! By sharing my experiences, I hope to inspire others, and help them avoid some of the pitfalls I fell into.Īpiary has been in my life for almost 5 years. Here’s Connie, who you can also hear from in the Apiary design diaries.Īpiary was my first real game design experience. It includes over 100 illustrations from Kwanchai Moriya. It’s a speculative future featuring exploration, hive expansion, engine building, and a unique worker-placement system using 4-sided workers whose strength level determines their action benefits. I’m so excited to share this game with you, and today Connie is going to share 7 lessons she learned during the Apiary design process.įor context, Apiary is about spacefaring, technologically advanced bees. From start to finish, I’ve been in awe of Connie’s design skills, dedication, communication, creativity, and ability to put herself in the shoes of the player. Over the last 2 years I’ve had the great privilege of working with debut designer Connie Vogelmann on her game, Apiary.
