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  • 29: Form factor is everything
    Jun 17 2026

    You can have one action in 3 different form factors, and you've got 3 essentially different games. It's worth iterating a lot to find the one that unlocks the biggest design space.

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    13 Min.
  • 28: I accidentally made a whole game in 3 weeks
    11 Min.
  • 27: The trouble with abundance
    May 21 2026

    I want to be generous, not chintzy with the coolest parts of my game. But that does not mean I should be generous with all the parts of my game. Brian Moriarty's talk linked here.

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    13 Min.
  • 26: How board game distribution actually works
    Apr 29 2026

    I learned a lot by calling some people up on the phone. Most notably: physics matters.

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    12 Min.
  • 25: I made my dream game, but something was wrong
    Apr 22 2026

    Canticle came to life, and to my exact specifications. But my exact specifications were wrong. Fixing it led to an explosion of great ideas.

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    15 Min.
  • 24: Where do good ideas come from?
    Apr 14 2026

    Mark Brown made a great video about finding great ideas. And it made me wonder: where did my best ideas come from, and how do I set myself up to have more?

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    9 Min.
  • 23: Is Catacombian a designer, a publisher, or both?
    Apr 8 2026

    Brian Bornmeuller's talk at NYU Game Center helped me finally articulate a question I've been wrestling with: what is Catacombian Games, exactly? In this episode I map out the five layers of the board game industry — design, publishing, manufacturing, distribution, and retail — and share how I'm approaching 2026 like a product manager: setting clear experiments, defining success criteria, and actually measuring results.

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    14 Min.
  • 22: Steel vs. Soft
    Mar 20 2026

    A framework for deciding what needs to change next in a game prototype that I developed with my friend Walter Somerville. I used this recently to make some huge improvements to Canticle.

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    11 Min.