There’s a fundamental principle of graphic design and art in board game design: once gameplay starts art and graphic design should become invisible.
Continue reading Why Game Art and Graphic Design need to be tested as much as Mechanics
There’s a fundamental principle of graphic design and art in board game design: once gameplay starts art and graphic design should become invisible.
Continue reading Why Game Art and Graphic Design need to be tested as much as Mechanics
You’ve designed a game. You’ve tested it against yourself 100+ times. You’ve press-ganged one or two people into being the initial playtesters and feedback group. The game is of course complete crap the first time they get involved, so you rightly blow up and redesign huge chunks of it. You test it against yourself 50+ times. That same group replay the game, because naturally you want to see if your changes have fixed the game. Of course they haven’t – what were you thinking?
Continue reading Designing a game – does it ever end?
First, some background info: Andrew and I meet up once a week to play games with our friends Dean and Chris. The game we almost always play is TI3. We love the complexity, the space-opera, the replayability, and the negotiations, deals and drama it creates. Continue reading Designer Diary – Beta Playtesting: Dean & Chris
SERIOUS FUN GAMING
SERIOUS FUN GAMING
We believe in creating memorable, beautiful, fun games.