On the first of the year, Andrea and I are packing up for a year abroad — we’re going to check out a few places we’ve enjoyed visiting and see what it’s like to ‘live there’ for a bit (6Read more → The Big Move
Tag: board games
Origins Game Fair: A first-timer’s strategy guide
Origins Game Fair is a really great convention, especially for designers and aspiring designers — nearly every publisher you can think of has a presence there, and many (most!) are willing to talk to just about anyone about their publishingRead more → Origins Game Fair: A first-timer’s strategy guide
PX 6: Player Experience Beyond the Time Box
This is the sixth entry in a multi-part essay covering board game “Player Experience” or “PX”. We’ll reference a few earlier installments below, so maybe peek back at them before coming back here! During early research of this topic (the Player Experience / PX)Read more → PX 6: Player Experience Beyond the Time Box
PX 5: Determinism, Information, and Hedging Against the Future
This is the fifth topic in a multi-part essay covering board game “Player Experience” or “PX”. This entry references several key concepts from earlier installments, so you’ll either want to start at the beginning, or else drop back as they’re linked! BeyondRead more → PX 5: Determinism, Information, and Hedging Against the Future
PX 4: Neuroscience and the Thinky Bits
This is part four in a multi-part essay covering board game “Player Experience” or “PX” The earlier posts aren’t prerequisites for this one, but I recommend checking them out anyway 🙂 This week, we’re going to tackle brain chemistry, neurotransmitter hormones, andRead more → PX 4: Neuroscience and the Thinky Bits
Player Experience is Other People
This is the third topic in a multi-part essay covering board game “Player Experience” or “PX” You don’t have to read the others first, but it does reference several concepts from before, so I highly recommend it. [pullquote] “L’expérience, c’est les autres” —Read more → Player Experience is Other People
Player Experience (PX) Series #1: A Primer on User Experience and Interface Design
This is an installment in a multi-part essay covering board game “Player Experience” or “PX” feel free to start at the beginning, or just jump right in! To begin our exploration of Player Experience (PX), I feel it’s important to takeRead more → Player Experience (PX) Series #1: A Primer on User Experience and Interface Design
Designing the Player Experience (PX)
When designing, it’s easy to get hung up on the details in front of us — the mechanics, the theme, the components. But ultimately, the point of designing games is for others to play them. And why do they play them?Read more → Designing the Player Experience (PX)
Lots of games this weekend!
Big weekend for gaming! I hit the trifecta on Sunday: Worked on my game, Valour; tried out a new game; taught an old favorite. Got all the components for Valour uploaded to The Game Crafter, so now I’m ready toRead more → Lots of games this weekend!
Designing from First Principles
I’ve written before about different tools for running play-tests, ideating on designs, and interpreting feedback, but none of those have ever really covered how to develop a framework around implementing that feedback. After I sent my proto off for publisher review,Read more → Designing from First Principles