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Building a Better Sell Sheet Pt. 2

After all the discussion about sell sheets (and Luke Laurie’s awesome post about sell sheets on League of Gamemakers), I got inspired to redo old sell sheets and make nice new ones for the new games (Knight Shift & Rocket Cats). from Pocket http://ift.tt/1vF6Kps via IFTTT

Putting the Design in Graphic Design

I love graphic design. It’s my favorite part of this whole gamemaking process. I even did it professionally for a while. I like seeing the results of many hours of tweaking and playing with a design to get it just right: from Pocket http://ift.tt/1sSqO33 via IFTTT

Triggered Effects, Part 4

Triggered card effects all fit under a general “when TRIGGER occurs, do EVENT” template. They can make a card situationally powerful.  They can give cardsets a mechanical theme.  They can create opportunities for counterplay. from Pocket http://ift.tt/1mzOAfa via IFTTT

Game Design Philosophy

After killing Brooklyn Bridge I’ve been doing a lot of thinking about who I am as a designer and what I want to design. So I sat down last night and examined the top 50 games on BGG to see what elements they had in common. from Pocket http://ift.tt/1sFt1i3 via IFTTT

On the Crab – Rough Illustration of the Cover

  This is an early peek at work being done with On the Crab (#onthecrab). Currently, my focus has been on getting Mill City wrapped up and out the door. Once that is complete, then I will be updating On the Crab. Let me know what you think. (Artwork by: B.D. Judkins)