Game Design and Publishing Panel at Gen Con 2016

At Gen Con 2016, we were on a panel to talk about lots of publishing topics. These were the folks on the panel:

  • JT Smith of The Game Crafter
  • Zachary Strebeck, the Game Lawyer
  • Jeremy Commandeur, Game Designer
  • Brian Henk of Overworld Games
  • things like:

Here are some topics we discussed:

  • Forming your business
  • Game manufacturing options (US, Europe, China, etc.)
  • Different ways to sell your game
  • Traditional and alternative distribution models
  • Game awards and contests
  • What should you do yourself? What should you pay others to do?
  • Game publishing contract royalties

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/BGBP044.mp3

References
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Production Schedules

In this episode, we discuss the life of a game, particularly with a crowd-funded game. We go through the schedule from start to finish and a high-level of everything in between! Specifically, we hit on these points:

  • Make sure design is finished
  • The major steps include:
    •     Art
    •     Manufacturing and Proofing
    •     Kickstarter Prep
    •     Review Copies
    •     Informing Retailers
    •     Shipping and Fulfillment
  • Art takes longer than expected
  • Break down EVERY task and element
  • The order of the tasks matters
  • Run aspects by outside eyes
  • Where can we find an in-depth description of the process?
  • What task management tools are available?
  • What is the overall timeline?

Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP040.mp3

Using Chipboard

Here are the chipboard-related topics we discuss:

  • Why use chipboard?
    • Feel
    • Durability
  • Why wouldn’t you want to?
    • Cost
    • Wear
    • Weight
  • 3D chipboard constructions
  • Cost analysis
  • Sizes and custom shapes
  • Standard sheets/thickness/layers
  • Finishes and coating
  • Unpub/Protospiel San Jose

Audio Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP035.mp3

 

 

Manufacturing Quality

Today we talk about manufacturing quality. Here are some of the topics:

  • Print-on-Demand Quality
  • CMYK & RGB Issues
  • Defects and Limitations
  • When are defects worth the risk?
  • Which manufacturer should publishers choose?
  • How to gauge quality
  • Quality for repetitive use
  • Does the manufacturer influence a purchase?

Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP031.mp3

 

Working with a Manufacturer

We cover lessons learned in talking to tabletop game manufacturers so you can better prepare for the next time you need to work with one.

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP022.mp3

 

 

Moving from Print-on-Demand to Manufacturing, Part 3 (Transitioning)

Jeremy explains the structure of a Kickstarter campaign, leaving options for POD and manufacturing open. Brian gives his three criteria for choosing a manufacturer. Richard puzzles over the benefits of different manufacturer locations.

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP009.mp3

Moving from Print-on-Demand to Manufacturing, Part 2 (Mistakes)

Brian gives several examples of errors that can occur with either POD or manufacturing and Richard discovers the guys’ tips for minimizing mistakes. Jeremy talks about getting games played by publishers.

Audio/Podcast version: http://traffic.libsyn.com/theforbiddenlimb/FLP008.mp3