Steven returns from the Indie Jungle to answer the perennial question: do I stay or do I go. Steven hopes to help guide you in figuring out which design or ideas to stick with or to leave behind. His current design Sprawlopolis, mentioned in the post, is killing it on Kickstarter.
Tag: Game Design
The Board Game Workshop Podcast #38: Game Design Contests
Chris talks about game design veterans, Joshua J Mills, Net Levan, T.C. Petty III, and Steven Aramini about game design contests.
The Big Question & The Big Answer
I’m relaunching The Big Question / The Big Answer feature on Go Forth And Game. In The Big Question / The Big Answer I ask designers and gamers a question related to gaming via Twitter, email, and other means. I then gather and compile the answers and will post them. This time I asked my game designer acquaintances this question – Why Do You Design Games? What is your motivation? I got some pretty good feedback from a number of nice designers. Here’s what they said. -Odin Phong, a game blogger says “I do it because I like playing new games and it keeps my brain engaged.” -Savage Yeti Games, creators of PatchWord, replied “It keeps my mind active and there’s something about making disparate ideas mesh together into a new whole.” https://www.savageyetigames.com/ -Rick Lorenzon, designer of Lords of Alchemy, says “I started designing because I wanted to create a…
Designing as a Team Sport: Or All About Finding Good Creative Partners to Build Better Games
After a bunch of Kickstarters, Steven returns with another installment of the Indie Jungle exploring partnerships.
Component Studio: A designer’s best friend
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.
Fairway Thoughts: Grove’s Bag Building
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.
3D Elements in Board Games: Or All About Taking Your Game Designs to New Heights
Steven takes game design into another dimension. He examines using vertical space in game design.
The Jungle Gets Graphic: Or All About Graphic Design-Led Games in an Illustrated Age
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.
Bigger, Better, Faster, Stronger: Or Designing the Ultimate Engine Builder – YOU
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.
One To Many #3: White Whales
In our third edition of One To Many – we talk “white whales” of game design.