After a bunch of Kickstarters, Steven returns with another installment of the Indie Jungle exploring partnerships.
Today, Fairway is taking a look at a brand new service from the folks at The Game Crafter that lets you “automagically” create and maintain cards and other component images with templates and a spreadsheet: Component Studio. This new service will make the lives of anyone creating or maintaining large numbers of game components lives much easier.
Today, Fairway reflects on the very clever “Bag Building” game mechanism used by co-contributors Steven Aramini and Dan Letzring in their upcoming Kickstarter game, Groves. This peculiar variation on the common deck-building or deck-optimization mechanisms results in some fantastic game play. So fantastic, it’s worth exploring in a bit more detail.
Steven takes game design into another dimension. He examines using vertical space in game design.
The Indie Jungle is a lush, vibrant world, filled with color, beauty and eye-popping wonderment. From wildly imaginative images in games like “Mysterium” to stellar fantasy portraits like “Abyss” to rich visual landscapes like “Tides of Time,” illustrations can transform board game players to a different reality.
You’re there… in the jungle. You’ve got so many ideas. This week, Steve guides along the path of one game design mechanism: the engine builder. No experience with cars or tools necessary.
In our third edition of One To Many – we talk “white whales” of game design.
There are many paths that lead into the Indie Jungle – the “self-publishing” path, the “crowdfunding” path, the “pitch to a publisher” path and even the “print-on-demand” path. However, there is another path that many new game designers often overlook, one that can be uniquely fun, creatively challenging and infinitely rewarding…the “game design contest” path.
Designer Steve Aramini starts his feature series, The Indie Jungle, by taking a look at how he found his way into the jungle in the first place and what he’s done to get his bearings.