Explore every episode of the podcast Board Game Business Podcast
| Title | Pub. Date | Duration | |
|---|---|---|---|
| Going Full Time as a Game Developer with John Brieger - Ep. 92 | 13 Jun 2021 | 00:37:17 | |
John Brieger talks about some of the biggest mistakes he's made during the development process so we can all learn from them. References:
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| Going Full Time as a Game Developer with John Brieger - Ep. 91 | 26 Apr 2021 | 00:34:56 | |
Learn why your game needs development help with professional developer, John Brieger.
References:
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| Top 5 Ways to Build a Crowd for Your Game - Ep. 82 | 19 Apr 2019 | 00:28:40 | |
When you're trying to build up a crowd for your game before Kickstarter or to build your resume for selling your game to a publisher, there are a lot of places to put your time and money, but some are better than others. 5. Create a Facebook page or group
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| Top 5 Tips for Managing Your Day Job and Hobby Board Game Business - Ep. 81 | 30 Mar 2019 | 00:29:17 | |
Jeremy and Brian give some tips for how you can better manage your day job and hobby board game business. Resources:
Edited by: Mark Edwards
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| Top 5 Things That Are Probably Wrong with Your Game Pitch - Ep. 80 | 17 Mar 2019 | 00:22:16 | |
Jeremy and Brian cover the top 5 things that are most commonly wrong with a pitch a game designer gives to a publisher. If you're a designer, you'll probably find something in here that you can use to improve your next pitch. | |||
| Signs It Is Time to Give up on a Design - Ep. 79 | 26 Feb 2019 | 00:19:28 | |
When you've been working on a design for a while and you're not sure if there's enough there to keep going with it, we have some signs that it might be time to give up on it. If you want a spoiler, the signs are: 5) No market opportunity | |||
| Reasons to Theme Your Prototype - Ep. 78 | 11 Feb 2019 | 00:18:52 | |
We go over the top 5 reasons to theme your prototype and some discussion around them. If you want to have them spoiled, here are some of our notes on each one: 5) Theme makes it easier to learn your game. It drives cohesion, direction, and rules comprehension. 4) Some publishers really care about theme (like Brian) so you'll get more opportunities if your game has one. You'll get in the door. Theme sells better than math. Games are an experience, and theme tells your story. 3) A themed games is more interesting to players so you'll get more playtesters. It shows your playtesters that you respect their time and level of enjoyment. 2) Save the publisher time by showing them it is complete. A game with no theme isn't done yet and they would usually not do that work if they can avoid it. Once you're in the door, you're more likely to stay there. 1) Theme is part of the design. Why are we even talking about them as if they are independent parts? | |||
| Getting Your Prototype Played at Smaller Conventions - Ep. 77 | 21 Jan 2019 | 00:19:48 | |
Top 5 Tips for Getting Your Prototype Played at Small Conventions
5) Teach games and then ask if they want to try your own game afterwards. (know your audience and be respectful of time) 4) Setup in open gaming and grab drive bys and/or have good signage. 3) Setup an event with local designers there through meetup/facebook so you can all play each other games. (then anyone who is interested can go out to lunch/dinner afterwards) 2) Setup official events and offer prizes/bribes. (make sure you have a way for people to be notified when they can get it and/or get their name in the rulebook) 1) Find or create your own prototype room. | |||
| Going to Conventions Without Going to Conventions - Ep. 76 | 05 Jan 2019 | 00:19:33 | |
Today Brian interviews Erik Dahlman of Albino Dragon about the convention services he offers where his team will demo your game at his booth at various conventions throughout the year. You can get the exposure that conventions offer without the million headaches of actually doing it. To get more information from Erik about working with him, email CONVENTIONS@ALBINODRAGON.COM. | |||
| Funding Goal, Stretch Goals, and Updates - Ep. 75 | 15 Dec 2018 | 00:29:27 | |
In this one, we cover different methods for setting your Kickstarter funding goal, your stretch goals, how many updates to send during the campaign, and we talk about Richard's holy grail Star Trek cat game. | |||
| Rules for Writing Rules - Ep. 74 | 17 Nov 2018 | 00:48:41 | |
Learn all about Jeremy's "7 Rules for Writing Rules" and what Richard and Brian think about them. We actually disagree on this on more than most episodes! Jeremy's 7 Rules for Writing Rules
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| Designing Around Analysis Paralysis - Ep. 73 | 09 Oct 2018 | 00:25:53 | |
Today we discuss designing around analysis paralysis:
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| Top 5 Rough Edges on a Kickstarter Game - Ep. 90 | 02 Jan 2021 | 00:23:04 | |
We discuss the top 5 most common rough edges on a Kickstarter game so you can avoid them on yours!
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| Gaming with Edo on Overworld Games Experiments - Ep. 72 | 21 Sep 2018 | 00:39:45 | |
Ed Baraf sits down with Brian Henk to discuss the history of experiments tried at Overworld Games, such as using IPs or releasing a game outside of Kickstarter -- and how games have done in terms of profitability and copies sold. Going through what went well and what didn't may give other creators some insight into what they should and should not do. Video Version: https://youtu.be/xMkEDTgVk5w | |||
| Saving Your Failing Kickstarter Campaign - Ep. 71 | 08 Aug 2018 | 00:22:35 | |
Today we talk about how to figure out why your Kickstarter campaign is failing and how to fix it. Brian's magic recipe for a successful campaign:
Converting: The video, explaining the hook, providing the content people really care about Getting Visitors: Social media ads, building your crowd before launch, connecting with influencers, creating awareness during the campaign | |||
| Gen Con Designer Events and Metatopia with Double Exposure's Vincent Salzillo - Ep. 70 | 24 Jul 2018 | 00:33:04 | |
Brian had the pleasure of interviewing Vincent Salzillo, President of Double Exposure, Inc. His company organizes Gen Con events such as First Exposure Playtest Hall and the new First Encounter Designer Showcase (publisher speed dating) events. They also organize conventions such as DEXCON, DREAMATION, and METATOPIA. Plus they run the Envoy programs. It's a lot! This is what we cover in 30 minutes:
Resources
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| Getting More Prototype Plays - Ep. 69 | 18 Jul 2018 | 00:35:40 | |
Today we talk about ways to get people to play your ugly prototype! Some topics:
Resources
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| Are Pledge Managers Worth It? - Ep. 68 | 04 Jun 2018 | 00:53:21 | |
Today our episode is more focused on behind-the-scenes of being a Kickstarter creator. We dig into how CrowdOx works and use it as a vehicle to discuss some topics on how a pledge manager can and should be used on a campaign. Topics:
Reference:
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| The Roll [sic] of Randomness - Ep. 67 | 04 May 2018 | 00:14:02 | |
Today we talk about how randomness affects our enjoyment of games. It's slanted towards game design, but also has some publisher/indie creator perspectives as well.
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| The Golden Age of Tabletop Gaming at Wondercon 2018 - Ep. 66 | 10 Apr 2018 | 00:59:14 | |
This is the Golden Age of Tabletop Gaming Panel from Wondercon 2018 organized by High Voltage. It covers industry trends, game design basics, and how to find events and gamers in your area. The panelists are: Will Pasquin (Gaming Guru, High Voltage) Becca Scott (Host, Geek & Sundry’s Game The Game) Ross Thompson (Games Marketing & Events Manager, IDW Games) John D Clair (Game Designer, Mystic Vale, Edge of Darkness) Brian Henk (President, Overworld Games) Peter Vaughan (Director of Development at Breaking Games)
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| 10 Questions to Ask Yourself When Designing a Game - Ep. 65 | 08 Mar 2018 | 00:19:58 | |
If you'd rather not listen to the questions and you just want to ask yourself some thought-provoking questions about your game, here is the list!
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| Trapped in a Room with Juliana Patel and Ariel Rubin - Ep. 64 | 14 Jan 2018 | 00:26:35 | |
Richard interviews Juliana Patel and Ariel Rubin who created the extremely successful Escape Room in a Box: The Werewolf Experiment that is now being published by Mattel. He learns all their secrets about in their 2,000+ backer debut campaign! Some specific topics:
References:
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| How to Navigate Multiple Offers - Ep. 63 | 29 Dec 2017 | 00:18:51 | |
This episode provides some guidelines for the situation where multiple publishers want to sign your game and how you handle it, both from the designer and publisher perspective. Specifically, we cover:
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| Top 5 Places to Find Prototype Art - Ep. 89 | 04 Oct 2020 | 00:27:49 | |
In this episode, we re-visit our list of top places to find art for your prototype. Links:
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| Total Recall Post Mortem - Ep. 62 | 08 Dec 2017 | 00:20:38 | |
We talk generally about publishing licensed games and specifically about the unsuccessful Total Recall Kickstarter campaign.
References | |||
| LA Comic Con Golden Age of Tabletop Gaming Panel | 04 Nov 2017 | 00:52:50 | |
This is a panel organized by High Voltage about how awesome games are and how to grow and build an inclusive gaming community. This took place on 10/28/2017 at Stan Lee's Los Angeles Comic Con, hosted by Will Pasquin with these panelists:
Video Version: https://youtu.be/hI_26f73APw | |||
| Ethics Mailbag - Ep. 61 | 26 Sep 2017 | 00:19:04 | |
We have another mailbag episode! These topics were suggested by listeners:
Resources: | |||
| Am I a Jerk if I Don't Back My Friend's Kickstarter Campaign? - Ep. 60 | 01 Aug 2017 | 00:16:08 | |
If you're listening to this podcast, there's a good chance you know someone personally who has launched a Kickstarter campaign. Did you feel obligated to back it? We try to break down this social etiquette around the subject in this episode. | |||
| How Not to Get Burned on Amazon - Ep. 59 | 20 Jul 2017 | 00:19:30 | |
Today we discuss how to use Amazon to sell your board game. - Fulfillment by Amazon | |||
| How Should You Be Using Social Media? - Ep. 58 | 26 Jun 2017 | 00:21:25 | |
Today we talk about social media and how we should use this in the board game industry. Specifically, here are some of the questions and topics:
Resources:
Our Blog: boardgame.business | |||
| Top 5 Tips for Designing a Reference Card - Ep. 57 | 03 Jun 2017 | 00:18:10 | |
We attempt to define what a reference card is, which isn't as easy as you may think, and then we pull them apart and figure out which games need them and how to design them clearly. Then we end with a Top 5 list of tips to make your reference card better. Here are some questions and topics we discuss:
Top 5 Tips for Designing a Reference Card:
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| Target Markets - Ep. 56 | 25 May 2017 | 00:19:15 | |
Today we talk about designing and publishing games for a particular market. Here are some of the topics/questions we cover:
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| Top 7 Ways to Improve Your Playtest Feedback Quality - Ep. 55 | 16 Apr 2017 | 00:20:05 | |
Here are our top 7 ways to improve your playtest feedback quality. If you want a spoiler, here's the list!
Resources:
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| How (Not) to Make a How to Play Video - Ep. 54 | 01 Apr 2017 | 00:11:01 | |
How-to-play videos are used more and more by designers to show potential publishers or playtesters their game and by publishers after a game has been released to teach customers how to play them. In honor of April Fool's Day, we give tips on how NOT to make a how-to-play video. I know, we're not supposed to tell you, but we really don't want people actually taking our advice. Here's the gist of the tips we cover, but backwards:
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| Top 5 Predicted Impacts of COVID-19 on the Board Game Industry - Ep. 88 | 11 May 2020 | 00:26:08 | |
Jeremy and Brian discuss how we think the board game industry will be impacted by COVID-19. This was recorded in early April of 2020. Resources:
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| Designer Tools Galore - Ep. 53 | 21 Mar 2017 | 00:17:24 | |
Today we go through a quick overview of each iteration of our design process from a tool perspective. We discuss which of these tools work well and which ones we've used in the past. We also cover some of the software we use to stay connected to our designer partners. See the list below of everything we mention!
Resources
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| Why Are So Many Licensed Games So Bad? - Ep. 52 | 04 Mar 2017 | 00:21:01 | |
We discuss licensed games and the specific challenges associated with making a game from them. If you are granted the rights to make a card game based in the Star Wars universe, how do you make a game around it? Or should you make the game first and try to acquire the license later? Here are some questions we answer:
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| Matching Art to Your Game - Ep. 51 | 17 Feb 2017 | 00:21:29 | |
How do you find the right artist for the style of game you're making? Commence discussion! Topics:
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| 2017 Predictions - Ep. 50 | 24 Jan 2017 | 00:22:56 | |
Some predictions for what will happen in the board game industry in 2017.
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| Top 10 Ways to Build Your Board Game Industry Network - Ep. 49 | 12 Jan 2017 | 00:20:24 | |
Here are Jeremy and Brian's top 10 ways to build your network within the board game industry:
Jeremy J10 – Participate in contests. J9 – Be easy to find on social media. J8 – Place encouragement above criticism. J7 – Do your homework to avoid wasting publishers’ time. J6 – Observe Publisher Speed Date. J5 – Go to Protospiel and Unpub events. J4 – Attend cons where industry experts have time to talk. J3 – Don’t view community as a vending machine. J2 – Offer service or resource to the community. J1 – Play other designer games.
Brian B10 – Volunteer at con booths. B9 – Run local events. B8 – Playtest other people’s games. B7 – Comment on blogs and YouTube videos. B6 – Create content. B5 – Be active on social media. B4 – Go to bigger cons to meet elites. B3 – Go to smaller cons for local community. B2 – Find your local game nights. B1 – Help others in the industry. | |||
| Reasons to NOT Enter the Board Game Industry - Ep. 48 | 30 Nov 2016 | 00:20:38 | |
This episode, we ground everyone with a discussion of reasons why you might not want to enter the board game industry.
Video Version: https://youtu.be/th7azVwzEcA | |||
| Reaching Your Core Audience at a Convention - Ep. 47 | 10 Nov 2016 | 00:21:00 | |
Today we discuss how to reach your core audience at a convention. We specifically hit on these points:
Video Version: https://youtu.be/wy2_rHFReJY | |||
| How to Exhibit at a Major Con - Ep. 46 | 25 Oct 2016 | 00:20:36 | |
This is the first episode we did after Brian moved to the Los Angeles area. We talk about tips for exhibiting at a major con. Here are some topics: - When to pull the trigger? | |||
| Running Your Board Game Kickstarter Panel at Gen Con 2016 - Ep. 45 | 07 Oct 2016 | 00:19:53 | |
Tips for running your Kickstarter campaign in this condensed version of a Gen Con 2016 panel! Panelists: JT Smith, Zachary Strebeck, Jeremy Commandeur, and Brian Henk We discuss: - #1 Mistakes Resources:
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| Game Design and Publishing Panel at Gen Con 2016 - Ep. 44 | 24 Sep 2016 | 00:23:34 | |
At Gen Con 2016, we were on a panel to talk about lots of publishing topics. These were the folks on the panel:
Here are some topics we discussed:
References
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| Top 5 Time Savers for Game Designers - Ep. 87 | 22 Sep 2019 | 00:24:50 | |
In this episode, we are going to cover a bunch of tips for you game designers to SAVE YOU TIME. Resources Mentioned
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| Mailbag #1 - Ep. 43 | 07 Sep 2016 | 00:21:40 | |
This is our first mailbag episode where we dig into these questions: Video Version: https://youtu.be/ssIhzMMnQ4Y | |||
| How to Use Print-and-Plays - Ep. 42 | 30 Jul 2016 | 00:19:51 | |
How should you use print-and-plays as a designer, publisher, or indie creator? We discuss some options!
- Early Feedback - Kickstarter - Limited or Full Version? - What do players use them for? - Shopping Ahead - Evaluating Gameplay - Evaluating Art - Why a P&P isn’t giving the game away. - Translations - Other components - P&Ps at Cons
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| Hosting a Convention - Ep. 41 | 04 Jul 2016 | 00:19:03 | |
Join us for a discussion on the tools you need to host your own game design convention, such as: - Start small o Monthly meet-ups o Prototype night - Location o Mom & Pop Restaurant o Game Store - Getting Published Designers - Travel and Experience - Supporting and Nurturing Designers - Getting Playtesters - Publishers at Conventions - First-time Designers at Conventions - Untested Games at Conventions
Video Version: https://youtu.be/-ax6bUpVlv0
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| Production Schedules - Ep. 40 | 16 Jun 2016 | 00:22:01 | |
Video Version: https://youtu.be/TrAmYLu8TTQ
- The major steps include: o Art o Manufacturing and Proofing o Kickstarter Prep o Review Copies o Informing Retailers o Shipping and Fulfillment - Art takes longer than expected - Break down EVERY task and element - The order of the tasks matters - Run aspects by outside eyes - Where can we find an in-depth description of the process? - What task management tools are available? - What is the overall timeline?
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