I had an idea... start a Game Design Open Forum via Google Hangouts. I was overwhelmed with response and some cool dudes decided to take over. Thank you cool dudes.
When I originally released Tuesday Night Tanks, the cards were confusing to some. Based on player feedback I changed the design to be more accomodating... turns out, the redesign was terrible. So, I've re-re-designed the cards.
I've always wondered what it would be like to have a seasoned professional look at one of my designs and offer new ideas or directions that have never even crossed my mind. Let me tell you, it's awesome when that happens.
I was delighted to record a bunch of sessions with some really awesome people at GenCon. Three of these sessions were assembled by the guys at buildingthegamepodcast.com. They are cool peeps.
After developing a good back story for my noir game, it needed a name. I started looking at old movie titles and asking around on Twitter and various social networking channels. Many people offered awesome ideas, but Twitter friend Jesse Catron (he designed Salmon Run) came up with the winner. […]
I quite literally lost sleep last night due to GenCon. While I may be deliriously sleep deprived, some good came of this. I fleshed out the story of the new prototype and it helped me get excited about the game!
A game I started nine months ago has taken shape... ever so slowly... and a prototype has been made. It sits, untested, because I am not inspired by it. I am curious however, and can't seem to let it go.
I haven't been designing much lately, but last week I threw something together while camping. Rapid Prototyping is my favorite design tool and is the first piece of advice I give to new designers seeking help. You can talk about an idea for years, but until you try it, you'll never know if it works or not.