[BONUS] Brent Kinney on Underutilized Printing Opportunities in Games
The Ins & Outs of Printing with a Vice President from Panda Game Manufacturing, Brent Kinney
Brent Kinney, vice president at Panda Game Manufacturing, discusses the details and nuances of getting your game printed. We talk typical setbacks, what the different phases in the process look
[BONUS] Tom Vasel on Where He Hopes the Gaming Industry Goes Next
Lessons Learned from Playing 5000+ Games with Tom Vasel
Tom Vasel, founder of the Dice Tower, discusses some of the many things he’s learned after playing an astronomical number of games. We talk themes, mechanics, Kickstarter, publishing, trends, and
[BONUS] Sen-Foong Lim on Where to Find Components for Your Prototypes
How to Organize a Design Space with Sen-Foong Lim
Sen-Foong Lim, designer of Belfort and Junk Art, discusses the many things a good game design space needs and ways to organize it all. Here are links to some of
[BONUS] Edo Baraf on How to Create and Manage Kickstarter Stretch Goals
Custom Components in Your Game with Edo Baraf
Edo Baraf, designer of Herbaceous, discusses the many different types of custom components you can add to your games and the challenges and considerations that go with each one. We
Why a Publisher Might Reject Your Game and How to Handle It with Dan Peterson
Dan Peterson, chief developer and head of new acquisitions at Mayday Games, discusses why a publisher might reject your game and how to handle it. Dan looks at close to 200 unpublished
How to Design a Great Cooperative Game with JT Smith
JT Smith, designer of The Captain Is Dead, talks about how to design a great cooperative game. We talk creating tension, alpha players, and the math behind a good AI system.