We finally had a WHOLE weekend to dedicate to play-testing our prototypes! This is the overview, more details to follow as we process and implement what we have learnt!
Early last year, I got a Facebook message from my Aussie friend, Kate, inviting me to do a beta test of their system. We chose to use our prototype for Brambleton. Here’s how it went!
Whether we like it or not, board games are a product, and products are designed to appeal to a certain sector of the population, whether niche, hobby, or mass – understanding the audience, and the part we want to target, is an essential part of the process.
Last night on the Meeple Syrup Show, we had the lovely Sarah Shipp as our guest to talk about how to start a thematic design her way. Here’s a bit about mine!
“Homework Games” are games every game designer should study in order to become more knowledgeable and well-rounded, from the ancient classics to the latest modern hotness.
Mycelia has gone from an idea to a proper game in only a couple of months – here’s an update on our progress!
An update on the prototypes we play-tested at BGG.CON and the ones we left at home – where are we now? What’s coming next for Drayer Ink games?
Finally, Saturday! Before the convention, I felt like this was going to be the biggest day – everything would be pretty tame as we ramped up to the busiest day of the week. In fact, by Saturday, it was starting to feel a lot more like the end of the whole event – many of our people had already left, and the rest of us were pretty low-battery after a week of late nights.
Day 4 of our TTN/BGG adventure is day 1 of the actual BGG convention. I had no idea what to expect, so I was very glad to already have a posse of friends and connections from TTN to keep me from wandering the corridors, aimless and alone, haha.
When we prototype at Drayer Ink, we use a combination of tools: we create digital assets and artwork, then print them and make them into a physical prototype. Here’s a bit of detail about our process!