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?
The San Jose Protospiel had over 75 designers and 450 players in its second year, making it the largest protospiel to date. Grant Rodiek from Hyperbole Games hosted a panel there on board game design, development, and publishing. The panel members are:
Jeremy Commandeur – Designer, Organizer of Protospiel San Jose
Teale Fristoe – Designer, Publisher at Nothing Sacred Games
Peter Vaughan – Designer, Publisher, and Development Director for Breaking Games
Aldo Ghiozzi – Game Consolidator with Impressions
Brian Henk – Designer, Publisher at Overworld Games
Grant Rodiek – Designer, Publisher with Hyperbole Games
Thanks to Jordan Nichols from Your Game Night (http://www.yourgamenight.com/) for recording the audio in the very loud convention hall.
We continue with our top 10 mistakes new designers make with a list from the designer perspective, led by Jeremy Commandeur. Learn what you can avoid and tell us if we missed any big ones in the comments!
Brian makes a list of the top 10 mistakes new designers make from the perspective of a publisher and we all debate about it. This covers things like the design decisions that will make a game harder to sell. Jeremy will share his list from a designer perspective in the next episode!