Today we go through a quick overview of each iteration of our design process from a tool perspective. We discuss which of these tools work well and which ones we’ve used in the past. We also cover some of the software we use to stay connected to our designer partners. See the list below of everything we mention!
Today we discuss licensed games and the specific challenges associated with making a game from them. If you are granted the rights to make a card game based in the Star Wars universe, how do you make a game around it? Or should you make the game first and try to acquire the license later? Here are some questions we answer:
Should I design a game for a license?
How much does it cost to get an intellectual property?
Do you pay up-front or are there royalties or both?
What does the schedule/deadlines look like?
What impact does this have on your cash flow?
How do you learn enough about the chosen universe?
What kind of help can you expect from the licensor?
Can you add to the universe?
Are there any conventions that you should go to related to licensing?
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.