43 episódios
- You can watch this episode with video on YouTube! Check it out here: https://www.youtube.com/watch?v=paxJFQ90qAY
I sat down with David Turczi to talk about his approach to game design, working with other designers, and what goes into making amazing games.
Sponsors:
Hero Time Manufacturing (5% discount + free quote): https://herotime1.com/?utm_source=ivanalexiev
Omnibus Gaming: https://omnibusgaming.com
My Upcoming Games:
Siege Perilous: https://playsiegeperilous.com
Grimbrew: https://grimbrewgame.com
Song of the Wildkin: https://songofthewildkin.com
Book a call with me: https://calendly.com/ivanalexievv/5x55gamedesign
Join the Discord server: https://discord.com/invite/AeJmRJaEV3
Get your game professionally playtested (fill in bottom of the form): https://playerlair.net/playtesting-and-design-consultations/
Support the show - Danish game designer and publisher Preben Møller joins me to talk about the long road of creating and publishing his ambitious 4X board game Sky Empire. We discuss how the project evolved over two years of development, the lessons learned from canceling a first crowdfunding campaign, and what changed before launching again successfully. Preben also shares insights into marketing board games, designing meaningful solo modes, gathering honest playtesting feedback, and why designers should decide early whether they want to pitch their games or publish them themselves.
Support the show - Brazilian designer and publisher Renato Simões (FlipToons, Piratas, OZOB: A Cyberpunk Board Game) joins me to talk about the importance of finding the hook in game design. We discuss his journey from King of Tokyo fan to publishing Brazil’s best-selling card game, how FlipToons went from idea to contract in just a month, and why OZOB became a $1,000,000+ crowdfunding success. Renato also shares insights into collaboration, the Brazilian market, and why networking is just as vital as design.
Support the show - I chat with designer David Gordon (Floristry, Finspan, Making Monsters) about co-designing, filtering feedback, pitching to publishers, and crafting tense, elegant mechanics like Floristry’s Dutch auction. We also dive into his process, inspiration, and lessons from working with top publishers like Stonemaier Games.
Support the show - In this episode of the Player Lair Podcast, we sit down with Cole Smith, designer of Tanuki, 3 Magi, and Sauros, to talk about his journey from pandemic hobbyist to published game designer. We dive into his roots in childhood rule-bending, how being a graphic designer informs his prototypes, and why sometimes it's better to shelve a game, or fight for it.
Cole shares insights on pitching, playtesting, balancing creativity with feedback, and why quick overview videos might be more important than your rulebook. We also explore his latest game Sauros, a clever blend of trick-taking and puzzly tile placement… with dinosaurs.
Whether you're just getting into game design or looking to refine your pitch process, this episode is packed with honest advice, practical tools, and a good dose of creative encouragement.
Support the show
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Sobre Player Lair Podcast
In the Player Lair podcast, we delve into the process of making games and interview various game designers, publishers and people involved in the gaming community.
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Player Lair Podcast
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