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Episode four features Rocket Wreckers, a 2-Player card game where competitors battle each other while riding on the back of a rocketship. The game is designed by Rob Couch.

Rob can be reached at Twitter at @poorly_designed, or you can visit his website at www.poorlydesigned.com

For more, check out his interview with Jared Rosen below where he discusses approaching design from a story standpoint, fighting for a spot on the shelf and that last bit of tuning.

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Rob Couch (@poorly_designed) discusses approaching design from a story standpoint, fighting for a spot on the shelf, and that last bit of tuning

“When using feedback to iterate, focus on trends over a smattering of individual opinions and data points.”
— Grant Rodiek (@HerrohGrant)
“The more experienced you are, the more you take production costs into consideration while developing a game.”
— Uwe Rosenberg, via @boardgamegeek
“It’s possible to be a crazy perfectionist without going perfectly crazy, and it’s possible to find flaws in your best creations and still sleep well at night.”
— Kory Heath (@KoryHeath)

Lessons from board game design applied to user experience, from Matt Leacock (@mleacock)

Game designers discuss community, Kickstarter, analysis paralysis and more on the Something From Nothing vidcast

“A quirky theme is many times a let down. A quirky theme well-integrated into the mechanics, that never disappoints.”
— T.C. Petty III (@PuppyShogun)

Daniel Solis (@DanielSolis), Kory Heath (@KoryHeath) and T.C. Petty III (@PuppyShogun) discuss the merits of different design processes

“Everyone says ‘keep on and never give up’, while I’m saying something more ‘unpopular’: game design is not only a passion. It’s a job. And as a job it requires skills, experience and preferably some talent.”
— Paolo Mori
“While a great mechanic can stand and live without a good theme, the opposite is not true.”
— Paolo Mori