Thanks, very helpful! I would only add that for playtesting, especially if you're a new designer, you should playtest that first prototype yourself before involving friends. You will find many things you can fix right away and you want to make that first playtest with friends less frustrating so they're less hesitant to come back.
Thank you! Do I have your permit to use this video with my students? I have a project I do with elementary students where they design a board game up to the prototype and play testing stage. Your steps in this video are perfect as I redesign my project.
It's impressive how clear you manage to point things out when talking about game design and pitching games to a publisher. Very helpful and entertaining, thanks :)
I always have anted to grow up and make board games but I never realized it was a possibility for me. My Uncle Kenny and I used to develop games when I was a child. Years later, with him passing away, I’ve been inspired to share my table top role playing system I’ve developed through years of trial and error of playing with my kids and discuss my tips on my channel. This video is super inspiring. Thank you.
I'm a big fan of your games and how the game engine merges with the theme, and you are an inspiration to me. thank you for these tips, really came at the right time
I've always loved games and especially board games. Even when I was young, I spent hours upon hours reading rulebooks and trying to find the best strategy to "cheat" the game (or in other words, find the unbalanced mechanics which will help me win). My big brother actually developed a game while using me as a playtester to make it more balanced and fun to play. When you talked about playtesters and developers (12:00), my eyes lighted up with excitement, realizing this passion of mine could be a job. I'd love it if you could elaborate on this subject in a comment or in a future video.
I was going to make a game where it's supposedly endless, but you have to stay within 10 spaces behind the leader. If you end up being 10 spaces behind, you are eliminated. There would be various different things to do to help you stay within
I love Scythe how did you ever come up with the idea for such an awesome game. I think it would be a good idea to make an expansion that includes all the pieces needed for the all out war version of Scythe , but an awesome game all on its own. It has given me some really cool ideas for games of my own.
I keep coming back to this video and a few others of yours to deal w my burnout, theyre really helpful. How do you end up dealing w that? Would love to see a video abt it too! Thank you!
I'm sorry you're experiencing some burnout. The may way I deal with it is that I have multiple projects, and I work on the one I'm the most excited about at any given time. So I jump around a lot, but it keeps each project feeling fresh and prevents burnout.
@@jameystegmaierthank you for the reply! When do you deem necessary to take breaks from the design process completely? And what helps you relax in those times
@@abishek98xxx It's just kind of gut instinct for me--if I feel the need to step away for a bit to refresh myself, I do. Some of my other hobbies include disc golf, rock climbing, reading, and writing.
... I need to pay more attention to who makes/publishes games that I play... because I didn't realize you were the brain behind these games you mentioned at the beginning until just now... wow... Really love the stuff you've put out so far! I have yet to play Tapestry though- but I hear it's really great.
Thanks jamey! This is very helpful. Im just beggining to try to design games (just for fun), but i always get stuck at the same spot - when trying to flesh out mechanisms and their inter-actions with each other as well as determining player motivations (why is this action/mechanism important to the player). Can you elaborate on your brainstorming? How detailed is it? Thanks again!!
Steve: I really enjoy the brainstorming stage, so it's a pretty elaborate process for me. It starts off very nebulous, and then I start to hone in on mechanisms that I think make sense and that seem to work together. Of course, everything is hypothetical at that stage. Like, you mentioned player motivations. I try to keep that in mind during brainstorming, but I don't really know what players will want to do (or not want to do) until I get a prototype to the table.
Thank you so much for this, Jamey! Its hard for first time designers these days, but walkthroughs like these are invaluable! May I ask for a blunt request? I would love if you took this idea one step deeper by making a video where you tell us about your thoughtprocess for an actual game you made. Like: what were your thoughts in each of these 10 stages for a specific game and so on...
Thanks Kenny! I'll think about that, though I kind of do that for the design diaries for my games. You can see them on the Stonemaier Games website (especially for Charterstone and Tapestry).
I got a idea from the walking dead show. It's were you get to build your own shelter and try to defend town and destroy the zombies before they get into your town. it's a two player game were you use traps and cards were you play the humans or zombies
There is something similar have you ever tried Dead of winter I have it in my collection and it is amazing, you control different characters equip all with different items, protect Your colony,feed your colony, build upgrades. Go to town to scavenge but be careful zombies are very dangerous in unique way and I forgot to say unique crossroad events, it has it all 👌🤤
I got a great tip from Board Game Geek in regards to board game design. When you first build a prototype, play it solo for the first few times to spare other people the heartache and frustration. I'm so glad that I did that with my latest game. I made changes and improvements while playing solo and got it to the point where it was decent. And then I played it with a family member. I got some good praise from that family member which sounded pretty genuine.
@@slayerftwrongdoers8657 I would still recommend playing the first session solo (or the first few) to see if it works. The first game play will likely be really awkward and won't be a great experience. With my first modern board game that I designed, I made the mistake of playing it with another person on the first go. I won't make that mistake again. These days, I'll only play a game of mine with another person when I'm happy with it (ie after Ive made changes / improvements to it after playing it solo.)
@@anzaeria No. I mean, they can suggest improvements, right? Don't be afraid to playtest games with like minded people. They also might show you some interest and curiosity. And might as well give you some mind-blowing ideas
@@slayerftwrongdoers8657 Like I mentioned above, I play test my games solo initially. And if they turn out decent, then I will start playing with other people.
Can you address some details such as when do you start the art process? Do you source to one person or multiple people regarding art? How expensive is the design of miniatures? Do you need to have non disclosure agreements with people/artists or releases signed for artwork? Do you design or have an idea of what the cards should look like or do you give the artist a rough outline and go with his work? My biggest questions revolve around how you work with, find, and pay artists. What are the initial costs and can you use fictitious examples with expectations, turn around times, and production scheduling? Can you just use fiver or something to outsource work for super cheap?
Thanks for your questions. Just to be clear (since this is a video about game design), the game designer doesn't arrange for anything related to the art unless they decide to self-publish. Game publishing is a much bigger endeavor, and I'd recommend reading through the "Art and Graphic Design" section of this page: stonemaiergames.com/kickstarter/full-list-chronological/
Jamey this was an incredibly helpful video! I've been paying close attention to your work for a few years now. One thing that I've run into as I've attempted to design games is wondering if I'm the best person to "develop" the game. You mention during Step #8 (Write Rules) that you can consider hiring a developer. Have you talked about this process in more detail? I'm curious on what designer and developer relationships look like, the cost of hiring a developer, and where a design should be before reaching out to a developer.
A designer is the one who conceptualizes and designs the game. A developer is someone who improves the game by contributing to any facet of the game, could be minor or major. And generally official credits maynot be given to the developer. As their sole purpose is to iron out any chinks and make the game better.
I would like to see more details of steps. For example from what do you start ? Example: I want to create post apocalyptic world. Ok next. Example: I want to use dice , action cards and tokens. Ok. Next. What is the core of the game play ? And etc… Thank you
I’m visually impaired and legally blind but I find these videos very helpful I know I need to possibly start blind play testing soon but I’m not very involved in the community (not by choice) but by the limitations of travel the process has been slow but still steady I hope to finally one day finish the process and get a game published Hoping to put myself more out there slowly but surely
This was awesome. I had never even thought about making a game, but after seeing this O started thinking about what would my perfect game be? Now I’m writing down ideas on what would be fun and we will see where it goes!
So useful to know that when I’m ready to do blind playtesting I just send it to those groups around the world waiting print and slice it up and test it. So helpful to the unpublished indie developer to know how the established companies do it 🙄
I would say that publishers are looking for finished games in the eyes of the designer (in terms of gameplay, not art/graphic design), but the publisher will still spend time and resources developing and blind playtesting the game to make it as fun, intuitive, functional, and balanced as possible.
Really great video Jamie, thank you! You're super patient in answering everyone's questions. I'm new to this, believe I have a killer idea :) and wish I had it out now. 2 questions please: 1. Is there a way to help decide whether to "give" it to a company who, to whatever degree, has things in place and would do the work quickly and efficiently, and I'd make my share, or try to do more myself? I happen to be a single mother so hoping to save myself wasted time where someone else who's trustworthy and reliable would be better. 1a. Who would that be please - the publisher, the game developer or other? 1b. Do you have any guidelines if I did something along this route, what sort of a deal to expect or would be best? 2. Would a minimum time to develop not be shorter than 12-18 months? I don't think my game is too complicated.
Thanks Suz! As for (1), my general recommendation is to look at your game shelf, find the games you love the most, research the publishers who made them to see if they're accepting submissions, and submit your game (a fully designed, playtested game--not just an idea) to those who remain. If you want to learn more about how fast publishers reply, there are some game designer Facebook groups you can post in to ask about that (once you have a short list). Here's what a game designer contract looks like: stonemaiergames.com/game-designer-contracts-and-stonemaier-games/ The time it takes you to design the game is up to you--some games take a few months, some a few years. After it's in the publisher's hands, the development process can range from a year to just a few months.
Before I watched this video I designed an scientific sorting board game for preschoolers. Thank you for creating such an incredible and simple list of steps to take. I ended up doing the things you mention here exactly in that order and was wondering if I was going about it the right way, and your video really makes me feel good about myself! Thanks for that :)
I love seeing you shout out GMTK! I push people that direction almost any time they ask about Game Design, I absolutely adore that channel. They do a game jam every year (literally within the last few weeks), I wonder if we could get them to add a board game component next year? :p
I was studying game theory the other day. It's just like music theory. It will give you immortal knowledge to put your next blockbuster game. But it'll take time and dedication to study the theories.
Two of my favorite games are war of the ring and Twilight Imperium 4…. When I comes to combat their both dice based. Roll a certain amount of dice they hit on certain numbers. Something I’ve been playing with and would like to see in a war game is the thematic idea of battle experience. Units that survive battle become improved and hit on lower numbers to a certain point. I think it’s thematically cool, but also a strategic element. Maybe have a stacking limit of experienced soldiers or how many you can have.
I can't do prototypes. I just have to see it completed before I can even decide on changes. That's my problem. . . I try to play stuff myself using photoshop or ms paint.... just to see, but I dont really have the group to play test. And my ideas always involve lots of components.
I have a question regarding play testing. If internal testing isn't possible due to lack of people that shares the same interest or willing to spend their time to play test or no local community exist is it possible to do solo testing or can someone jump to blind testing stage up front or is there another way around this to get the game get tested in an effective way?
Honestly, I don't think it's wise to not play your own game with other people during the playtesting process. Blind playtesting is great, and you can even have those playtesters film their playtests, but you'll still learn crucial elements from your own experience, from teaching it live, and observing other peoples' reactions live.
Move to area with local playtesting groups or make friends with people who will consider playtesting with you otherwise this is going to be a near insurmountable problem to overcome.
Another great Video. Many thanks. Quick question - how do you assess age guidelines/suitabliity? Do you look at subject matter, how the game plays and the complexity of the mechanics? Do you ever have to trade off to fit market conditions such as making it simpler to reach a wider audience? Have you ever added an extra level of complexity so people view it more seriously? Also, when do you alter theme to match mechanics or vice versa? I only ask as I am currently designing a game and the mechanics allow for the theme to become more immersive - but at a cost of becoming much darker. I worry I may alienate a customer base and potential sales because of the theme. Kind regards
I look at various factors, but most of it comes down to: What's the youngest age that would be reasonable for an average kid to play this game (and have the subject matter be appropriate for them)? I can't recall a time that I've changed something about a game to fit a wider audience or for the sake of complexity--my focus is on making a game as fun, functional, and intuitive as possible for its target audience.
Hey thanks for this video! When I was younger, I got half way through a small battle card game I was making (40 cards in total), but stopped painting the artwork for each card around 13 years ago! This video has made me look at my old game (which was playable and seems fun from what I remember) with a renewed desire to finally finish it! Cheers!
I was wondering when "Write Rules" would appear on your list. As someone who likes to write, the few times I've tried to design a game, I wrote a rule book as one of the first steps (before step 4, first prototype). The writing process told me what components to design for the prototype. More importantly, it identified places where the rules were just too convoluted to write. It really suggested ways to cut out ideas or to streamline. If you can't write the rule clearly, it's a bad rule kind of thing. [The danger of course is becoming too attached to your ideas when you've written something; you'd have to be willing to scrap a lot of what you've written if play testing says so.] Of course, I'm wondering this not being a game designer. Which leads to my other question: would you say that to be a successful designer you have to have passion for all 10 steps? Step 6 is brutal! You have to play a bad game a lot, and you have to struggle through self-doubt. So that's as far as I've ever gotten - designing a bad game that maybe could be improved if one had the passion for it. Trouble is twofold: 1) Step 1 and 2 are so much fun, and some other game is bubbling up in your head to replace the bad game you've gotten to step 6, and 2) there are so many Good Games on your shelf designed by other people that are more fun to play. :) Anyway, great video as always.
That's an excellent point, Steven! I approached Tapestry that way--from very early on, if something was taking pages and pages to explain in the rulebook, I cut it out. :) As for your question, I don't think you need to have passion--certainly not the same level of passion--for all steps of the game design process. But you do need discipline to get through all of them. If you're really getting caught on a few steps, that might be an opportunity for you to find a co-designer who enjoys those steps. Some of the most famous game designers often work with the same co-designer, as their skill sets complement each other.
Speaking of design and uniqueness maybe you want to take a look at this newly found game called "Lagim Card Game". It's a strategic type of game wherein you need to defend your baryo against evil fiends. You may visit their FB page and website for more info.
Great info. From your experience, which manufacturer has the best card game prices in 2022? (including shipping to USA) The shipping prices kicked our butts in 2021 and we may need to switch companies
How did you make the jump from a daytime job to full time creator of your own games? I would love to pursue developing my own ideas but this can be very time consuming. Any advice is appreciated.
Great question! Here are two articles that delve into this topic: stonemaiergames.com/kickstarter-lesson-81/ stonemaiergames.com/top-10-short-term-ways-to-stumble-into-long-term-success/
Great video! Thanks for posting it. Once my board game is ready, what recommendations can you provide around submitting it to publishers? Are there any pitfalls to avoid? Cheers!
I would recommend that you choose a few publishers you like that publish games somewhat similar to the game you designed, look up their submission guidelines, and follow those guidelines. The main pitfall I see is designers not looking up or following submission guidelines.
I am in the process of designing a couple games myself and its great to hear about your methodology for designing. Thank you for sharing some of those links too (as I was just working on a prototype the icons one is fantastic!)
Hii ashley.i have one doubt Can we repaint game and character of game and publish it in other language with same mechanism . Is any copyright issue for that
Thank you so much for this video! I've been tasked with creating an educational and functional board game for a college final exam and I had no idea where to even start, so your advice has been very helpful!
Hey, I sent you an email recently, I looked at your Kickstarter blog. However I didn't find the information I was kind of looking for, which is basically like I'm making these 3D printed hextiles that are going to be significantly large is what I was thinking. How do you know How big you can make something like that for packaging purposes later? That's more or less the direct question I have
Hey! This was super useful, and I’ve been onto your website and it was incredibly useful! But I do still have a question as a first time game designer (hopefully), which is, if a game is similar in mechanics but theme is completely different is that ok? The game I have begun designing is a card game where each player is at the head of a cult, and is trying to get as many followers as possible, activating events and more, everyone drawing from the same deck, with a mana system based off of the number of followers/buildings. Buuuut i have been told this is similar in function to unstable unicorns and/or mtg. Is this an issue?
Thanks! I think people may have heard you say the word "mana" and thought, "That's Magic the Gathering!" But the way you describe it, your game sounds nothing like Magic. And really, as long as you're doing something innovative and new with your mechanisms, it's fine if you've learned from existing games. It would be a sad gaming world if there were no other worker placement games after Agricola or no other deckbuilding games after Dominion. :)
@@jameystegmaier Wow! Thank you for the quick answer! I’ll keep at it then, hopefully finding something unique, and again, thank you for all the free ressources you provide, it’s an amazing aid for me starting this whole design journey!
Don't forget to 'Remember' to click on the links Jamey Stegmaier provided in the description below this video. Very helpful. Good luck, 🗡game designers🎲❗
I have an idea for an easy game that is a card game with a toy like bakugan but more complicated, maybe the toy part isnt possible but it can still be played without them
Such a great advices, thank you Jamie. May I ask how you disgn a Board Games regarding all probabilities, statistics and the matter related to balance the game? Do you use any software or have a math background?
After I've figured out the core design, I try to assign each element a value. Like, 1 VP might equal $3 which might equal 2 resources. I've used a spreadsheet a few times when necessary, but I many of my games include subjective abilities that are difficult to quantify.
If there are any game designers out there, I wish rulebooks would make more turn reference cards which take the thirty pages of LONG DETAILS and summarize it into a reference card. Example for Catan. 1. (Optional) play Knight Card. 2. Roll dice. 3. Collect resources. 4. Trade. 5. (Optional) Play Development Card 6. Build 7. Pass dice to next player
Hi Jamey, thanks a ton for sharing these tips! I'm on the process of designing a game myself and this is absolute gold. BTW 12:35 - Is there anywhere I can join to be part of the lead playtesters? It would be a blast that my friends and I could be a part of your future boardgames! Cheers from Spain
Great video Mr. Stegmaier! Lots of interesting information and advice given here. I've made one prototype game to share with my game group and have been wanting to do a second one for an idea I've been writing. There was lots of interesting things to keep in mind presented in this video, it was interesting to learn when you write the rules and how you decide what goes on the reference card. My new game would require tiles, cards, and meeples. It sounded like you gave a recommendation in the video though, I'll have to look up "Panda" I believe you said it was called. I don't think I'd try to make a mass market game or anything like that, but having an actual finished version to play with my friends of a game I created would be a pretty cool experience. Great video! Always look forward to the Sunday sit-downs. Just a side note, we've been playing a ton of Wingspan and would love to one day get Mandarin ducks! The male and female look so different from each other, seeing a pair of them in the game with a future expansion would make this game group's experience that much better!
@Stonemaier Games , I have a question that seems to be damn near impossible to find on youtube of google. WHERE ARE THE WEBSITES where we can craft our games online and test them online on one single place!? ^^ I've been using Excel for this and while it has some strengths, testing the game there is NOT optimal. ^^ As an example of what I mean, there are many programs and websites where you can make your PC games, from low-end to high-end ones, but I find none of those programs that are suited for making a boardgame.
I get that you're targeting this video towards those who would want to professionally release their tabletop game. However, isn't using InDesign (or even a physical copy) a lot more work compared to GameStructor or even Roll20? While the latter may not be as visually robust as InDesign, they would allow you to quickly (and fairly easily) make a prototype board game to be tested by other players around the world. Just a thought~
InDesign is the program I'm comfortable with, even though I barely scratch the surface of its capabilities. Other designers are welcome to use any platform that they're comfortable with, even if it's just pencil and paper or Excel.
Hi Jamey, thank you so much for this informative video. This really helped a lot. I am a final year graphic design student and I am building a table top game on the concept of trauma assistance therapies. It is a game for children from the age group of 3-6 years. I want to keep the game very simple in it's working. I wanted to ask you what would be some interesting mechanisms that I can use to make it fun for the children ? I am worried that the game is very simple (although I wanted it to be that way). Thank you !
Thanks, Asmita! I hope the game design process is going well. I don't know much about games for that age group, but I would suggest researching games from the company HABA. They do a great job of making simple, beautiful, and tactile games that kids can enjoy (and adults can still have fun with them too). I really enjoy the dexterity element of Animal Upon Animal from them, and the cooperation is great in First Orchard.
I have already made the prototype for my game and playtest it, and so far everything works perfectly. Now i'm struggling with the art. I have a guy who is master drawer and i will probably ask him for help to draw everything for me on paper, and then just put everything on computer and send it to another guy who is working on graphic design to create the box and everything, with the art i will provide him with. Is this how i should do it or are there better ways ? Thank you very much. Greetings from Slovenia, Europe.
Tim: Are you looking to self-publish the game? If not--if you're looking to submit this to a publisher--please don't continue to spend money on art, as the publisher will commission their own art. If you are looking to self-publish, that's a much bigger topic than what I discuss on this video. Please read the articles in the "Art and Graphic Design" section of this page: stonemaiergames.com/kickstarter/full-list-chronological/
Great video. It would be great if you could expand on two points please. How do YOU judge when a game is or isn't working? Have you ever hired a developer for any of your games? Thanks
I primarily serve as the developer of our games (with great input from our many lead playtesters). I've hired a few developers for specific projects in the past, but I honestly can't say I've had a great experience doing that. As for how I judge when a game is or isn't working, it's a combination of how I feel when I play (am I having fun? Am I frustrated? Is the game flowing well? Is it easy to explain and understand? Are there interesting decisions? Does the game let me feel clever? Is there a sense of progression?) and my perception of how other players are feeling.
where is the line for if games are too similar? How does a company or individual decide if an idea is a new unique game or basically a rip off of another game with slightly different mechanics? If chess and checkers were made today by 2 different people would those be different enough from each other or would one be kind of considered a rip off of the other? I grew up playing catan & risk all the time and when I found Sycthe I absolutely loved it because, in my mind, it was like a more in-depth/interesting amalgamation of the both... It seems like there's a very wide range of games that are similar styles but widely different to almost exact copies with just different themes and mechanic..
"where is the line for if games are too similar?" --I think we all draw that line in different places. My thinking is that if a game already exists, it doesn't need to be designed again. But if you're offering something fresh and new, even if it shares a theme and/or mechanisms to another game, that's fine.
Question? Is it legal to create am add on/ mod for an existing commercial board game. Not using any of their art or logos... just referencing some of the locations / names and properties in the game. No logo or artwork use at all. Just curious before I develop... if it is a 50/50 perhaps I will use an S-Corp to protect personal liability
Chris: It depends on whether or not you plan to sell it. If you design a fan module for a game and share it for free, that's typically fine (though make sure to look for any guidelines the publisher has for that type of content). If you try to sell a fan module for an existing game, you are almost certain to run into legal opposition from the publisher. I would highly recommend against doing that.
Thanks so much for this fantastic guide, Jamey! Sorry for a necro-comment, but I was wondering: for step 9, for each wave do you typically use the same set of lead playtesters, or do you rotate through your list of vetted groups for each wave so that every wave is getting fresh eyes, or do you typically keep the same sets if possible so that you're working from a consistent baseline response?
I was considering going the self publishing route but now I think I'd submit my game designs to a publisher instead. With regards to marketing, distribution, dealing with printing houses etc, I think an established board game company would do a much better job than I ever could. Designing a game is fun and very rewarding in it's own right but as for the other stuff, I say leave it to the experts. By the way, Ive just finished the prototype of the board game that Ive been designing. A cooperative game with a science theme. It has taken an incredibly long time to make. Doing the artwork, making cards, gluing certainly took up a lot of that time. And I did things the old fashioned way - pencil on paper / cardboard. I should be able to do some play testing tomorrow.
For internal/local playtesting, I wouldn't spend time on the rulebook at first, as so much will change that you'll need to completely rewrite it later.
Question about Market research. I made a game but I am unsure what genre to use between Space fantasy or Lord of the rings type fantasy. I am trying to hit the most demographics as humanly possible. My main goal is to bring more diversity and getting new players into our hobby. Do you have any insight on this or resources? I heard regular fantasy is much more popular than space but I'm unsure why and wanted more info on this.
I have seen my share of videos that showcase the general ignorance of the public in what used to be "common knowledge" and would think there could be a HUGE market for online gamed or board games that will "make learning fun" and help some of these kids get up to speed on things like history, geography and the like.
I think I would be okay with me doing the artwork for a prototype game. Drawing is something I used to do a lot of years ago. Though photography has more or less replaced that passion in later years. And I guess I am competent with drawing. I have sold greeting cards at a market featuring my artwork. For the final artwork of the published game, I think I would employ an artist though. Especially for the box art. I think they would be more suited to the finishing touches like with the ink or painting or whatever. As for me, drawing / sketching is really my thing. By the way, Ive started work on my cooperative game. Ive done some drawing for one of the cards which has taken ages to do. I'll work on another card tomorrow. The artwork for the board will come a bit later.
What if the game I want to make is based off a book? I notice some games are based on series like Harry Potter or the Lord of the Rings. Do you have to get permission from the writer, and if so how do I fine who owns the book and illustrations? If the author has passed away who owns it after? I'm having a hard time finding this information and if you can help that would be great! Thanks
Typically you'll need to contact the author's agent. For Red Rising, for example, I went to Pierce Brown's website, saw information about his agent there, and contacted her: stonemaiergames.com/red-rising-and-working-with-a-major-intellectual-property/ As for how you find who owns the book, it's a combination of the author and the publisher. The illustrations are typically owned by the publisher and the artist themselves. All of that information should be within the first few pages of the book, and you'll need to Google it from there to find contact info.
A quick question for a friend of mine. She's looking to create a board game that is based on a popular piece of media, specifically an anime. Obviously the majority of anime is owned by whatever named company in Japan. My guess is that she's been wondering how to go about creating this game based on that piece of media so as to not face any backlash from whatever company owns it. Would there possibly be a way to get around that or is there something more intricate that she needs to do in order for her game to come to fruition?
For intellectual property, she would need to contact the company to obtain the license. If she can't get it, she could make a game inspired by the IP, but not directly using anything that people might confuse with the IP.
Hey Jamey, great insights, what about the art and illustrations for the game? How do you find a decent artist and the process of them releasing their artwork to you for use of the game, is it as simple as going on fivver or a 99 designs equivalent? Is it usually a one off fee or percentage on sales etc.?
Thanks! If you're just designing a game, you actually won't do anything with the art--that's for the publisher to handle. But if you're interested in that side of a board game business, check out the "Art and Graphic Design" section of this page: stonemaiergames.com/kickstarter/full-list-chronological/
I'm in the playtesting phase for a card game and found this sort-of series really helpful. Especially when it comes to thinking about collecting feedback. I decided to go with anonymous feedback. What do you think of keeping things anonymous?
I think if you're there in person for the playtest, asking people to anonymously write down their feedback can probably result in some input that you wouldn't get if they need to say it to your face (at the same time, it's more inconvenient for them to not just tell you the feedback). For blind/unguided playtesting when you're not there, I wouldn't say that anonymous feedback would be any different than knowing the name of the lead playtester submitting it.
@@jameystegmaier Thanks for your response. I sent out a prototype to friends through facebook--my local gaming community is small and inconsistent. After getting my first response today, I'm already regretting gathering anonymous feedback at this early stage. I'm going to add an option to give their name. Lol Seems like dialog will be more valuable that sharp honesty at the moment. Thanks for steering me that direction.
Interesting video. Given how much time and effort goes into creating a game, has there been occasions when a game has got far down the development line only to realise it's just going to work for whatever reason?
Im been making board games since i was 6 i made like 5 board games its was fun but i stopped 14, im 16 now reason why i stop i think because i start read and watch anime and manga and that time i wanted a mangaka artist or animator so i start drawing everyday and i stopped making crafts cuz im busy with school and drawing and second reason i moved to highschool and i left the only closed friends i ever had i dont make lots of closed friends in high school yet maybe i wanted go back world of crafts art agaun after im done online school I MISSED MY OLD FRIENDS IN ELEMENTARY i hope we meet again and play my board games
Thanks, very helpful! I would only add that for playtesting, especially if you're a new designer, you should playtest that first prototype yourself before involving friends. You will find many things you can fix right away and you want to make that first playtest with friends less frustrating so they're less hesitant to come back.
Completely agree!
I think this is good advice but i need help now haha
Love all this game design wisdom and the handsome guy giving them out
Thank you! Do I have your permit to use this video with my students? I have a project I do with elementary students where they design a board game up to the prototype and play testing stage. Your steps in this video are perfect as I redesign my project.
Absolutely! :)
Cool!
I wish I was in your class when I was a kid lol
33ww
Jjnj jll
It's impressive how clear you manage to point things out when talking about game design and pitching games to a publisher. Very helpful and entertaining, thanks :)
Thank you! My pleasure. :)
Just starting down the trail of designing a board game. Thanks for the inspiration and instructions!
I hope you have fun with the process, Travis!
i have a really good game idea that possibily can be a baord or a video game. but i dont really think i can make it sadly.
Most games start with cards.
Nintendo started selling playing cards.
Try cards/board games then move to electronics
I always have anted to grow up and make board games but I never realized it was a possibility for me.
My Uncle Kenny and I used to develop games when I was a child.
Years later, with him passing away, I’ve been inspired to share my table top role playing system I’ve developed through years of trial and error of playing with my kids and discuss my tips on my channel.
This video is super inspiring. Thank you.
You're welcome! It's neat that you've been sharing your experience on your channel.
I'm a big fan of your games and how the game engine merges with the theme, and you are an inspiration to me. thank you for these tips, really came at the right time
I agree, this was a well timed revisit for me too. I really appreciate all of the tools and resources.
if you are in need of some art for your game, i can give you a hand!
@@Luchiop hii luchiop. Can we repaint game and character of game and publish it in other language. Is any copyright issue for that
Pushpender Singh Parihar that is a major copy right issue you can get sued for that.
Pushpender Singh Parihar if you want to do that you have to get permission from the company.
I've always loved games and especially board games. Even when I was young, I spent hours upon hours reading rulebooks and trying to find the best strategy to "cheat" the game (or in other words, find the unbalanced mechanics
which will help me win). My big brother actually developed a game while using me as a playtester to make it more balanced and fun to play. When you talked about playtesters and developers (12:00), my eyes lighted up with excitement, realizing this passion of mine could be a job. I'd love it if you could elaborate on this subject in a comment or in a future video.
Cool! You always can find a job that suits your passion. I wouldn’t know, i’m only in year 6.
Really cool to hear.
Have you since figured it out?
@@jestes7 actually no... :/
@@אורמוזס you could maybe try to start a side gig on fiverr for play testing
I was going to make a game where it's supposedly endless, but you have to stay within 10 spaces behind the leader. If you end up being 10 spaces behind, you are eliminated. There would be various different things to do to help you stay within
How is your board game progress?
Cool idea but id say 90% of people don't want an endless game. Maybe 2 hours max.
Uno is potentially endless and that's a best seller
This is a cool idea
@@MyKonaRClike people haven't spent 6 hours on twilight imperium. My group spent 10 hours on one game of diplomacy due to so much talking
I love Scythe how did you ever come up with the idea for such an awesome game. I think it would be a good idea to make an expansion that includes all the pieces needed for the all out war version of Scythe , but an awesome game all on its own. It has given me some really cool ideas for games of my own.
Have you played The Rise of Fenris? No spoilers, but check it out. :)
I keep coming back to this video and a few others of yours to deal w my burnout, theyre really helpful. How do you end up dealing w that? Would love to see a video abt it too!
Thank you!
I'm sorry you're experiencing some burnout. The may way I deal with it is that I have multiple projects, and I work on the one I'm the most excited about at any given time. So I jump around a lot, but it keeps each project feeling fresh and prevents burnout.
@@jameystegmaierthank you for the reply! When do you deem necessary to take breaks from the design process completely? And what helps you relax in those times
@@abishek98xxx It's just kind of gut instinct for me--if I feel the need to step away for a bit to refresh myself, I do. Some of my other hobbies include disc golf, rock climbing, reading, and writing.
... I need to pay more attention to who makes/publishes games that I play... because I didn't realize you were the brain behind these games you mentioned at the beginning until just now... wow... Really love the stuff you've put out so far! I have yet to play Tapestry though- but I hear it's really great.
Thanks Michael! Perhaps I should mention that in my videos from time to time. :)
Thanks jamey! This is very helpful. Im just beggining to try to design games (just for fun), but i always get stuck at the same spot - when trying to flesh out mechanisms and their inter-actions with each other as well as determining player motivations (why is this action/mechanism important to the player). Can you elaborate on your brainstorming? How detailed is it? Thanks again!!
Steve: I really enjoy the brainstorming stage, so it's a pretty elaborate process for me. It starts off very nebulous, and then I start to hone in on mechanisms that I think make sense and that seem to work together. Of course, everything is hypothetical at that stage. Like, you mentioned player motivations. I try to keep that in mind during brainstorming, but I don't really know what players will want to do (or not want to do) until I get a prototype to the table.
Thank you so much for this, Jamey! Its hard for first time designers these days, but walkthroughs like these are invaluable! May I ask for a blunt request? I would love if you took this idea one step deeper by making a video where you tell us about your thoughtprocess for an actual game you made. Like: what were your thoughts in each of these 10 stages for a specific game and so on...
Thanks Kenny! I'll think about that, though I kind of do that for the design diaries for my games. You can see them on the Stonemaier Games website (especially for Charterstone and Tapestry).
I got a idea from the walking dead show. It's were you get to build your own shelter and try to defend town and destroy the zombies before they get into your town.
it's a two player game were you use traps and cards were you play the humans or zombies
damn thats so cool
There is something similar have you ever tried Dead of winter I have it in my collection and it is amazing, you control different characters equip all with different items, protect Your colony,feed your colony, build upgrades. Go to town to scavenge but be careful zombies are very dangerous in unique way and I forgot to say unique crossroad events, it has it all 👌🤤
As a developer and playtester, it's great to have those roles not only mentioned but highlighted in the process...Cheers!
I got a great tip from Board Game Geek in regards to board game design. When you first build a prototype, play it solo for the first few times to spare other people the heartache and frustration. I'm so glad that I did that with my latest game. I made changes and improvements while playing solo and got it to the point where it was decent. And then I played it with a family member. I got some good praise from that family member which sounded pretty genuine.
I think that's an excellent tip!
Or you can find other like minded designers to playtest
@@slayerftwrongdoers8657 I would still recommend playing the first session solo (or the first few) to see if it works. The first game play will likely be really awkward and won't be a great experience. With my first modern board game that I designed, I made the mistake of playing it with another person on the first go. I won't make that mistake again. These days, I'll only play a game of mine with another person when I'm happy with it (ie after Ive made changes / improvements to it after playing it solo.)
@@anzaeria No. I mean, they can suggest improvements, right? Don't be afraid to playtest games with like minded people. They also might show you some interest and curiosity. And might as well give you some mind-blowing ideas
@@slayerftwrongdoers8657 Like I mentioned above, I play test my games solo initially. And if they turn out decent, then I will start playing with other people.
Can you address some details such as when do you start the art process? Do you source to one person or multiple people regarding art? How expensive is the design of miniatures? Do you need to have non disclosure agreements with people/artists or releases signed for artwork? Do you design or have an idea of what the cards should look like or do you give the artist a rough outline and go with his work? My biggest questions revolve around how you work with, find, and pay artists. What are the initial costs and can you use fictitious examples with expectations, turn around times, and production scheduling? Can you just use fiver or something to outsource work for super cheap?
Thanks for your questions. Just to be clear (since this is a video about game design), the game designer doesn't arrange for anything related to the art unless they decide to self-publish. Game publishing is a much bigger endeavor, and I'd recommend reading through the "Art and Graphic Design" section of this page: stonemaiergames.com/kickstarter/full-list-chronological/
Jamey this was an incredibly helpful video! I've been paying close attention to your work for a few years now. One thing that I've run into as I've attempted to design games is wondering if I'm the best person to "develop" the game. You mention during Step #8 (Write Rules) that you can consider hiring a developer. Have you talked about this process in more detail? I'm curious on what designer and developer relationships look like, the cost of hiring a developer, and where a design should be before reaching out to a developer.
Interesting. I just assumed they were one and the same?
@@jestes7 No they are different.
A designer is the one who conceptualizes and designs the game. A developer is someone who improves the game by contributing to any facet of the game, could be minor or major. And generally official credits maynot be given to the developer. As their sole purpose is to iron out any chinks and make the game better.
@@jksalamon interesting. Thanks for clarifying
I would like to see more details of steps. For example from what do you start ? Example: I want to create post apocalyptic world. Ok next. Example: I want to use dice , action cards and tokens. Ok. Next. What is the core of the game play ? And etc… Thank you
I’m visually impaired and legally blind but I find these videos very helpful I know I need to possibly start blind play testing soon but I’m not very involved in the community (not by choice) but by the limitations of travel the process has been slow but still steady I hope to finally one day finish the process and get a game published
Hoping to put myself more out there slowly but surely
Hey Jamey, I love your blog!
This was awesome. I had never even thought about making a game, but after seeing this O started thinking about what would my perfect game be? Now I’m writing down ideas on what would be fun and we will see where it goes!
This was great, thanks!
I have a ton of ideas but no artistic ability.
Good video J-Bone. Thanks for making it.
Such a great resource, I’m sure I’ll be back for more views
Thanks so much Jamey, helpful as always. These videos are great to help streamline my working process.
So useful to know that when I’m ready to do blind playtesting I just send it to those groups around the world waiting print and slice it up and test it. So helpful to the unpublished indie developer to know how the established companies do it 🙄
Absolutely! I appreciate the digital options, but they don't simulate the full tabletop experience, in my opinion.
Hi,
Do you need a game to be completely finished when you approach publishers or can some of the development be done with the publishers resources?
I would say that publishers are looking for finished games in the eyes of the designer (in terms of gameplay, not art/graphic design), but the publisher will still spend time and resources developing and blind playtesting the game to make it as fun, intuitive, functional, and balanced as possible.
Great ideas thank you got some new ideas watching this
Really great video Jamie, thank you! You're super patient in answering everyone's questions.
I'm new to this, believe I have a killer idea :) and wish I had it out now. 2 questions please:
1. Is there a way to help decide whether to "give" it to a company who, to whatever degree, has things in place and would do the work quickly and efficiently, and I'd make my share, or try to do more myself? I happen to be a single mother so hoping to save myself wasted time where someone else who's trustworthy and reliable would be better.
1a. Who would that be please - the publisher, the game developer or other?
1b. Do you have any guidelines if I did something along this route, what sort of a deal to expect or would be best?
2. Would a minimum time to develop not be shorter than 12-18 months? I don't think my game is too complicated.
Thanks Suz! As for (1), my general recommendation is to look at your game shelf, find the games you love the most, research the publishers who made them to see if they're accepting submissions, and submit your game (a fully designed, playtested game--not just an idea) to those who remain. If you want to learn more about how fast publishers reply, there are some game designer Facebook groups you can post in to ask about that (once you have a short list).
Here's what a game designer contract looks like: stonemaiergames.com/game-designer-contracts-and-stonemaier-games/
The time it takes you to design the game is up to you--some games take a few months, some a few years. After it's in the publisher's hands, the development process can range from a year to just a few months.
Panda Games Manufacturing. Noted.
Before I watched this video I designed an scientific sorting board game for preschoolers. Thank you for creating such an incredible and simple list of steps to take. I ended up doing the things you mention here exactly in that order and was wondering if I was going about it the right way, and your video really makes me feel good about myself! Thanks for that :)
Thanks for sharing, Alex, and that's great to hear!
Thank you for updating this video!
@2:38 #Zoom #Enhance
LOL
I love seeing you shout out GMTK! I push people that direction almost any time they ask about Game Design, I absolutely adore that channel. They do a game jam every year (literally within the last few weeks), I wonder if we could get them to add a board game component next year? :p
It's awesome!!!
I want to create a tabletop game about a war in a fantasy world. Ive tried to do it before but it went horribly so now im here to get some advice :)
Awesome! Hopefully the video is helpful for you. :)
I was studying game theory the other day. It's just like music theory. It will give you immortal knowledge to put your next blockbuster game. But it'll take time and dedication to study the theories.
Thanks Jamey for guiding the future board game designers with these tips.
You probably have it all sorted, but if you're looking for more blind play testers, I'd be interested in it! :)
Thanks for sharing your process and experience. Neat to peek behind the curtain, and see your enthusiam.
Two of my favorite games are war of the ring and Twilight Imperium 4…. When I comes to combat their both dice based. Roll a certain amount of dice they hit on certain numbers. Something I’ve been playing with and would like to see in a war game is the thematic idea of battle experience. Units that survive battle become improved and hit on lower numbers to a certain point. I think it’s thematically cool, but also a strategic element. Maybe have a stacking limit of experienced soldiers or how many you can have.
I can't do prototypes. I just have to see it completed before I can even decide on changes. That's my problem. . . I try to play stuff myself using photoshop or ms paint.... just to see, but I dont really have the group to play test. And my ideas always involve lots of components.
I’m in step 3 of designing a game right now and writing a prototype rulebook…it’s exciting.. this video was really helpful
How is it going?
At what point in the process do you start working with an artist?
As a publisher, I start talking to artists very early on. If I was just a designer, though, I would leave the art to the publisher.
I have a question regarding play testing. If internal testing isn't possible due to lack of people that shares the same interest or willing to spend their time to play test or no local community exist is it possible to do solo testing or can someone jump to blind testing stage up front or is there another way around this to get the game get tested in an effective way?
Honestly, I don't think it's wise to not play your own game with other people during the playtesting process. Blind playtesting is great, and you can even have those playtesters film their playtests, but you'll still learn crucial elements from your own experience, from teaching it live, and observing other peoples' reactions live.
Move to area with local playtesting groups or make friends with people who will consider playtesting with you otherwise this is going to be a near insurmountable problem to overcome.
Another great Video. Many thanks. Quick question - how do you assess age guidelines/suitabliity? Do you look at subject matter, how the game plays and the complexity of the mechanics? Do you ever have to trade off to fit market conditions such as making it simpler to reach a wider audience? Have you ever added an extra level of complexity so people view it more seriously? Also, when do you alter theme to match mechanics or vice versa?
I only ask as I am currently designing a game and the mechanics allow for the theme to become more immersive - but at a cost of becoming much darker. I worry I may alienate a customer base and potential sales because of the theme.
Kind regards
I look at various factors, but most of it comes down to: What's the youngest age that would be reasonable for an average kid to play this game (and have the subject matter be appropriate for them)?
I can't recall a time that I've changed something about a game to fit a wider audience or for the sake of complexity--my focus is on making a game as fun, functional, and intuitive as possible for its target audience.
Hey thanks for this video! When I was younger, I got half way through a small battle card game I was making (40 cards in total), but stopped painting the artwork for each card around 13 years ago! This video has made me look at my old game (which was playable and seems fun from what I remember) with a renewed desire to finally finish it!
Cheers!
That's awesome! I hope you have fun revisiting the game. :)
LETS GO
Thanks bud, I'll give you a discount when my game comes out
How are you doing?
I was wondering when "Write Rules" would appear on your list. As someone who likes to write, the few times I've tried to design a game, I wrote a rule book as one of the first steps (before step 4, first prototype). The writing process told me what components to design for the prototype. More importantly, it identified places where the rules were just too convoluted to write. It really suggested ways to cut out ideas or to streamline. If you can't write the rule clearly, it's a bad rule kind of thing. [The danger of course is becoming too attached to your ideas when you've written something; you'd have to be willing to scrap a lot of what you've written if play testing says so.]
Of course, I'm wondering this not being a game designer. Which leads to my other question: would you say that to be a successful designer you have to have passion for all 10 steps? Step 6 is brutal! You have to play a bad game a lot, and you have to struggle through self-doubt. So that's as far as I've ever gotten - designing a bad game that maybe could be improved if one had the passion for it. Trouble is twofold: 1) Step 1 and 2 are so much fun, and some other game is bubbling up in your head to replace the bad game you've gotten to step 6, and 2) there are so many Good Games on your shelf designed by other people that are more fun to play. :)
Anyway, great video as always.
That's an excellent point, Steven! I approached Tapestry that way--from very early on, if something was taking pages and pages to explain in the rulebook, I cut it out. :)
As for your question, I don't think you need to have passion--certainly not the same level of passion--for all steps of the game design process. But you do need discipline to get through all of them. If you're really getting caught on a few steps, that might be an opportunity for you to find a co-designer who enjoys those steps. Some of the most famous game designers often work with the same co-designer, as their skill sets complement each other.
@@jameystegmaier thank you for the reply!
Speaking of design and uniqueness maybe you want to take a look at this newly found game called "Lagim Card Game". It's a strategic type of game wherein you need to defend your baryo against evil fiends. You may visit their FB page and website for more info.
Great info. From your experience, which manufacturer has the best card game prices in 2022? (including shipping to USA) The shipping prices kicked our butts in 2021 and we may need to switch companies
I only have experience with one manufacturer: I only work with Panda. :)
We sell Scythe in the store I work in, although I've never played it I've heard great reviews from it so will have to play it
This was amazing thank you
Quick question, do I need to worry about making my own figures and components, or is that usually done by the publisher?
That's definitely the publisher's responsibility. :)
How did you make the jump from a daytime job to full time creator of your own games? I would love to pursue developing my own ideas but this can be very time consuming. Any advice is appreciated.
Great question! Here are two articles that delve into this topic: stonemaiergames.com/kickstarter-lesson-81/
stonemaiergames.com/top-10-short-term-ways-to-stumble-into-long-term-success/
Great video! Thanks for posting it. Once my board game is ready, what recommendations can you provide around submitting it to publishers? Are there any pitfalls to avoid? Cheers!
I would recommend that you choose a few publishers you like that publish games somewhat similar to the game you designed, look up their submission guidelines, and follow those guidelines. The main pitfall I see is designers not looking up or following submission guidelines.
@@jameystegmaier Makes sense. Thanks!
Thank you very much. This guideline helps me a lot to design and develop game in Southeast Asia.
I am in the process of designing a couple games myself and its great to hear about your methodology for designing. Thank you for sharing some of those links too (as I was just working on a prototype the icons one is fantastic!)
Hii ashley.i have one doubt Can we repaint game and character of game and publish it in other language with same mechanism . Is any copyright issue for that
Thank you so much for this video! I've been tasked with creating an educational and functional board game for a college final exam and I had no idea where to even start, so your advice has been very helpful!
Glad it was helpful!
Hey, I sent you an email recently, I looked at your Kickstarter blog. However I didn't find the information I was kind of looking for, which is basically like I'm making these 3D printed hextiles that are going to be significantly large is what I was thinking. How do you know How big you can make something like that for packaging purposes later? That's more or less the direct question I have
You can make them as big as you'd like--it's just the box size that increases as the tiles increase in size.
I always think of neat ideas, and then realize I’m just copying Catan.
Hey! This was super useful, and I’ve been onto your website and it was incredibly useful! But I do still have a question as a first time game designer (hopefully), which is, if a game is similar in mechanics but theme is completely different is that ok? The game I have begun designing is a card game where each player is at the head of a cult, and is trying to get as many followers as possible, activating events and more, everyone drawing from the same deck, with a mana system based off of the number of followers/buildings. Buuuut i have been told this is similar in function to unstable unicorns and/or mtg. Is this an issue?
Thanks! I think people may have heard you say the word "mana" and thought, "That's Magic the Gathering!" But the way you describe it, your game sounds nothing like Magic. And really, as long as you're doing something innovative and new with your mechanisms, it's fine if you've learned from existing games. It would be a sad gaming world if there were no other worker placement games after Agricola or no other deckbuilding games after Dominion. :)
@@jameystegmaier Wow! Thank you for the quick answer! I’ll keep at it then, hopefully finding something unique, and again, thank you for all the free ressources you provide, it’s an amazing aid for me starting this whole design journey!
Don't forget to 'Remember' to click on the links Jamey Stegmaier provided in the description below this video. Very helpful.
Good luck,
🗡game designers🎲❗
I have an idea for an easy game that is a card game with a toy like bakugan but more complicated, maybe the toy part isnt possible but it can still be played without them
Such a great advices, thank you Jamie. May I ask how you disgn a Board Games regarding all probabilities, statistics and the matter related to balance the game?
Do you use any software or have a math background?
After I've figured out the core design, I try to assign each element a value. Like, 1 VP might equal $3 which might equal 2 resources. I've used a spreadsheet a few times when necessary, but I many of my games include subjective abilities that are difficult to quantify.
Thank you so much I have created by own board game by watching this vid
You my friend need to publish a book for game designing...
Thanks, Jamey!
If there are any game designers out there, I wish rulebooks would make more turn reference cards which take the thirty pages of LONG DETAILS and summarize it into a reference card.
Example for Catan. 1. (Optional) play Knight Card. 2. Roll dice. 3. Collect resources. 4. Trade. 5. (Optional) Play Development Card 6. Build 7. Pass dice to next player
There are indeed game designers out there. :) I agree that this type of reference card is very helpful
Love this guy!
Hi Jamey, thanks a ton for sharing these tips! I'm on the process of designing a game myself and this is absolute gold. BTW 12:35 - Is there anywhere I can join to be part of the lead playtesters? It would be a blast that my friends and I could be a part of your future boardgames! Cheers from Spain
Thanks Francisco! The first step is to sign up as an ambassador on our website.
Great video Mr. Stegmaier! Lots of interesting information and advice given here. I've made one prototype game to share with my game group and have been wanting to do a second one for an idea I've been writing. There was lots of interesting things to keep in mind presented in this video, it was interesting to learn when you write the rules and how you decide what goes on the reference card.
My new game would require tiles, cards, and meeples. It sounded like you gave a recommendation in the video though, I'll have to look up "Panda" I believe you said it was called. I don't think I'd try to make a mass market game or anything like that, but having an actual finished version to play with my friends of a game I created would be a pretty cool experience.
Great video! Always look forward to the Sunday sit-downs. Just a side note, we've been playing a ton of Wingspan and would love to one day get Mandarin ducks! The male and female look so different from each other, seeing a pair of them in the game with a future expansion would make this game group's experience that much better!
Thanks Rick! A link to Panda, my manufacturer, is included in the description of this video.
We'll work on those Mandarin ducks! :)
@Stonemaier Games , I have a question that seems to be damn near impossible to find on youtube of google. WHERE ARE THE WEBSITES where we can craft our games online and test them online on one single place!? ^^
I've been using Excel for this and while it has some strengths, testing the game there is NOT optimal. ^^
As an example of what I mean, there are many programs and websites where you can make your PC games, from low-end to high-end ones, but I find none of those programs that are suited for making a boardgame.
Tabletopia and Tabletop Simulator are the most popular programs for creating virtual tabletop game prototypes.
I get that you're targeting this video towards those who would want to professionally release their tabletop game. However, isn't using InDesign (or even a physical copy) a lot more work compared to GameStructor or even Roll20? While the latter may not be as visually robust as InDesign, they would allow you to quickly (and fairly easily) make a prototype board game to be tested by other players around the world. Just a thought~
InDesign is the program I'm comfortable with, even though I barely scratch the surface of its capabilities. Other designers are welcome to use any platform that they're comfortable with, even if it's just pencil and paper or Excel.
Hello, loved the video. Can you please share your trello template? I would like to use something like that but don't know where to start :)
I just use the default Trello setup--it works great for me!
Hi Jamey, thank you so much for this informative video. This really helped a lot.
I am a final year graphic design student and I am building a table top game on the concept of trauma assistance therapies.
It is a game for children from the age group of 3-6 years. I want to keep the game very simple in it's working.
I wanted to ask you what would be some interesting mechanisms that I can use to make it fun for the children ? I am worried that the game is very simple (although I wanted it to be that way).
Thank you !
Thanks, Asmita! I hope the game design process is going well. I don't know much about games for that age group, but I would suggest researching games from the company HABA. They do a great job of making simple, beautiful, and tactile games that kids can enjoy (and adults can still have fun with them too). I really enjoy the dexterity element of Animal Upon Animal from them, and the cooperation is great in First Orchard.
I have already made the prototype for my game and playtest it, and so far everything works perfectly. Now i'm struggling with the art. I have a guy who is master drawer and i will probably ask him for help to draw everything for me on paper, and then just put everything on computer and send it to another guy who is working on graphic design to create the box and everything, with the art i will provide him with. Is this how i should do it or are there better ways ?
Thank you very much.
Greetings from Slovenia, Europe.
Tim: Are you looking to self-publish the game? If not--if you're looking to submit this to a publisher--please don't continue to spend money on art, as the publisher will commission their own art. If you are looking to self-publish, that's a much bigger topic than what I discuss on this video. Please read the articles in the "Art and Graphic Design" section of this page: stonemaiergames.com/kickstarter/full-list-chronological/
Great video. It would be great if you could expand on two points please.
How do YOU judge when a game is or isn't working?
Have you ever hired a developer for any of your games?
Thanks
I primarily serve as the developer of our games (with great input from our many lead playtesters). I've hired a few developers for specific projects in the past, but I honestly can't say I've had a great experience doing that.
As for how I judge when a game is or isn't working, it's a combination of how I feel when I play (am I having fun? Am I frustrated? Is the game flowing well? Is it easy to explain and understand? Are there interesting decisions? Does the game let me feel clever? Is there a sense of progression?) and my perception of how other players are feeling.
where is the line for if games are too similar? How does a company or individual decide if an idea is a new unique game or basically a rip off of another game with slightly different mechanics? If chess and checkers were made today by 2 different people would those be different enough from each other or would one be kind of considered a rip off of the other? I grew up playing catan & risk all the time and when I found Sycthe I absolutely loved it because, in my mind, it was like a more in-depth/interesting amalgamation of the both... It seems like there's a very wide range of games that are similar styles but widely different to almost exact copies with just different themes and mechanic..
"where is the line for if games are too similar?" --I think we all draw that line in different places. My thinking is that if a game already exists, it doesn't need to be designed again. But if you're offering something fresh and new, even if it shares a theme and/or mechanisms to another game, that's fine.
Question? Is it legal to create am add on/ mod for an existing commercial board game. Not using any of their art or logos... just referencing some of the locations / names and properties in the game. No logo or artwork use at all.
Just curious before I develop... if it is a 50/50 perhaps I will use an S-Corp to protect personal liability
Chris: It depends on whether or not you plan to sell it. If you design a fan module for a game and share it for free, that's typically fine (though make sure to look for any guidelines the publisher has for that type of content). If you try to sell a fan module for an existing game, you are almost certain to run into legal opposition from the publisher. I would highly recommend against doing that.
Thanks so much for this fantastic guide, Jamey! Sorry for a necro-comment, but I was wondering: for step 9, for each wave do you typically use the same set of lead playtesters, or do you rotate through your list of vetted groups for each wave so that every wave is getting fresh eyes, or do you typically keep the same sets if possible so that you're working from a consistent baseline response?
Thanks for your question! I use a different set of lead playtesters for each wave (always fresh eyes).
I was considering going the self publishing route but now I think I'd submit my game designs to a publisher instead. With regards to marketing, distribution, dealing with printing houses etc, I think an established board game company would do a much better job than I ever could. Designing a game is fun and very rewarding in it's own right but as for the other stuff, I say leave it to the experts.
By the way, Ive just finished the prototype of the board game that Ive been designing. A cooperative game with a science theme. It has taken an incredibly long time to make. Doing the artwork, making cards, gluing certainly took up a lot of that time. And I did things the old fashioned way - pencil on paper / cardboard. I should be able to do some play testing tomorrow.
Should you have a rule book for the internal play testing? So that you have everything that you currently need to have known?
For internal/local playtesting, I wouldn't spend time on the rulebook at first, as so much will change that you'll need to completely rewrite it later.
Question about Market research. I made a game but I am unsure what genre to use between Space fantasy or Lord of the rings type fantasy. I am trying to hit the most demographics as humanly possible. My main goal is to bring more diversity and getting new players into our hobby. Do you have any insight on this or resources? I heard regular fantasy is much more popular than space but I'm unsure why and wanted more info on this.
I think there are big audiences for both, so I would go with the best fit for the mechanisms and emergent narrative for your game. :)
I have seen my share of videos that showcase the general ignorance of the public in what used to be "common knowledge" and would think there could be a HUGE market for online gamed or board games that will "make learning fun" and help some of these kids get up to speed on things like history, geography and the like.
Indeed, there are quite a few games that seek to accomplish that goal! Look at products from Genius Games, Academy Games, and HABA, for example.
I think I would be okay with me doing the artwork for a prototype game. Drawing is something I used to do a lot of years ago. Though photography has more or less replaced that passion in later years. And I guess I am competent with drawing. I have sold greeting cards at a market featuring my artwork. For the final artwork of the published game, I think I would employ an artist though. Especially for the box art. I think they would be more suited to the finishing touches like with the ink or painting or whatever. As for me, drawing / sketching is really my thing.
By the way, Ive started work on my cooperative game. Ive done some drawing for one of the cards which has taken ages to do. I'll work on another card tomorrow. The artwork for the board will come a bit later.
What if the game I want to make is based off a book? I notice some games are based on series like Harry Potter or the Lord of the Rings. Do you have to get permission from the writer, and if so how do I fine who owns the book and illustrations? If the author has passed away who owns it after? I'm having a hard time finding this information and if you can help that would be great! Thanks
Typically you'll need to contact the author's agent. For Red Rising, for example, I went to Pierce Brown's website, saw information about his agent there, and contacted her: stonemaiergames.com/red-rising-and-working-with-a-major-intellectual-property/
As for how you find who owns the book, it's a combination of the author and the publisher. The illustrations are typically owned by the publisher and the artist themselves. All of that information should be within the first few pages of the book, and you'll need to Google it from there to find contact info.
This was super helpfull, thanks. I've designed a few games my self,🎲🎮 but I've never published one.😄😃
That's great! Hopefully this is helpful if you're looking to get into publishing.
A quick question for a friend of mine. She's looking to create a board game that is based on a popular piece of media, specifically an anime. Obviously the majority of anime is owned by whatever named company in Japan.
My guess is that she's been wondering how to go about creating this game based on that piece of media so as to not face any backlash from whatever company owns it. Would there possibly be a way to get around that or is there something more intricate that she needs to do in order for her game to come to fruition?
For intellectual property, she would need to contact the company to obtain the license. If she can't get it, she could make a game inspired by the IP, but not directly using anything that people might confuse with the IP.
this is exactly what I needed right now :D
Hey Jamey, great insights, what about the art and illustrations for the game? How do you find a decent artist and the process of them releasing their artwork to you for use of the game, is it as simple as going on fivver or a 99 designs equivalent? Is it usually a one off fee or percentage on sales etc.?
Thanks! If you're just designing a game, you actually won't do anything with the art--that's for the publisher to handle. But if you're interested in that side of a board game business, check out the "Art and Graphic Design" section of this page: stonemaiergames.com/kickstarter/full-list-chronological/
Very interesting, thank you! Do you happen to know if there is any software for "playtesting" or something similar like python script, etc...?
Thanks! I'm not aware of any.
I got inspired by monopoly and am trying to make a similar type of game. I just love the game.
What specifically about it is inspiring to you?
Jamie is that a map of Wales in the background?
He said 10 minutes tho
I'm in the playtesting phase for a card game and found this sort-of series really helpful. Especially when it comes to thinking about collecting feedback. I decided to go with anonymous feedback. What do you think of keeping things anonymous?
I think if you're there in person for the playtest, asking people to anonymously write down their feedback can probably result in some input that you wouldn't get if they need to say it to your face (at the same time, it's more inconvenient for them to not just tell you the feedback). For blind/unguided playtesting when you're not there, I wouldn't say that anonymous feedback would be any different than knowing the name of the lead playtester submitting it.
@@jameystegmaier Thanks for your response. I sent out a prototype to friends through facebook--my local gaming community is small and inconsistent. After getting my first response today, I'm already regretting gathering anonymous feedback at this early stage. I'm going to add an option to give their name. Lol Seems like dialog will be more valuable that sharp honesty at the moment. Thanks for steering me that direction.
Interesting video.
Given how much time and effort goes into creating a game, has there been occasions when a game has got far down the development line only to realise it's just going to work for whatever reason?
Absolutely! We have a game like that. It's a fine game, but it isn't great, so we'll start over from scratch until it deserves to be published.
Im been making board games since i was 6 i made like 5 board games its was fun but i stopped 14, im 16 now reason why i stop i think because i start read and watch anime and manga and that time i wanted a mangaka artist or animator so i start drawing everyday and i stopped making crafts cuz im busy with school and drawing and second reason i moved to highschool and i left the only closed friends i ever had i dont make lots of closed friends in high school yet maybe i wanted go back world of crafts art agaun after im done online school I MISSED MY OLD FRIENDS IN ELEMENTARY i hope we meet again and play my board games