This is the Golden Age of Tabletop Gaming Panel from Wondercon 2018 organized by High Voltage. It covers industry trends, game design basics, and how to find events and gamers in your area. The panelists are:
Will Pasquin (Gaming Guru, High Voltage)
Becca Scott (Host, Geek & Sundry’s Game The Game)
Ross Thompson (Games Marketing & Events Manager, IDW Games)
John D Clair (Game Designer, Mystic Vale, Edge of Darkness)
Brian Henk (President, Overworld Games)
Peter Vaughan (Director of Development at Breaking Games)
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?
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:
Manufacturing and Proofing
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?