Unstucking
If we can invent the word unstucking, we'd better figure out how to do it. We talk through the sticky stuff and create a plan to continue moving forward. Plus, we lighten things up with a game where we try to guess board game titles.
New episodes every other Tuesday
If we can invent the word unstucking, we'd better figure out how to do it. We talk through the sticky stuff and create a plan to continue moving forward. Plus, we lighten things up with a game where we try to guess board game titles.
We know creative blocks come with the creative process—and we’re squarely in one. Do we change direction? Scrap everything? Simplify? Or maybe just admit our game will never be as good as Monopoly and move on?
We laugh at a ridiculous misplay we made in our own game. A broken strategy in Animal Kingdom forces us back to the redesign table. Along the way, we dive into gamer identities and how they shape both playstyles and game design.
We attend our first Golden Gate Gamemakers event at Guildhouse in San Jose, where we meet Board Game Casual. We also share highlights from recent meetings, including one with breakout rooms to spark new ideas and get things done.
We chat with game designer Randy O'Connor from Randy O Games, creator of Roll in One and Gun It. We explore the art of playtesting—especially defining "the turn", the moment when you’ve gone from idea to game.
We discuss our latest playtest of Animal Kingdom, inspired by a fresh take on the game. Plus, we attempt a round of board game trivia—but it doesn’t go exactly as planned.
We sit down with the talented and creative minds behind City Square Studios, a game design team from New Zealand. They share their story, their ethos about sustainability in games, and give us a glimpse into their brand, including 52 Pickup and the...
Our playtest protocol has been put into action for the first time with Animal Kingdom this season. Tuckman would be proud! Plus, we share a quote from our notes—what were we thinking?
We begin defining how we want our game to feel. From physical engagement to the atmosphere we create, and the emotions we want players to experience, we explore the three levels of feelings in game design.
In this season opener, we reveal the board game we've chosen to build. We hone our design skills in a quickfire challenge inspired by the word “tender” and share our roadmap for the year ahead. We’re officially ready to bring our board game to life!