Game design & bright ideas for game designers
Welcome To...
Meaningful Decisions: Benoit Turpin on Design Choices in Welcome To...
World’s Fair 1893
Meaningful Decisions: J. Alex Kevern on Design Choices in World’s Fair 1893
Kingdomino
Meaningful Decisions: Bruno Cathala on Design Choices in Kingdomino
The Expanse
The Process: The Expanse by Geoff Engelstein
Dead Last
Meaningful Decisions: Matt Grosso on Design Decisions in Dead Last
Pleasant Dreams
The Process: Pleasant Dreams by Aerjen Tamminga
The Networks
Meaningful Decisions: Gil Hova on Design Choices in The Networks
Imhotep
Meaningful Decisions: Phil Walker-Harding on Design Choices in Imhotep
Stronghold Games
The Publishers: Q&A With Stephen Buonocore of Stronghold Games
Arboretum
Meaningful Decisions: Dan Cassar on Design Choices in Arboretum
Cutthroat Caverns
The Process: Cutthroat Caverns by Curt Covert
Gothic Doctor
Meaningful Decisions: Doug Levandowski on Design Choices in Gothic Doctor
Scoville
The Process: Scoville by Ed Marriott
Biblios
The Process: Biblios by Steve Finn
Diner
Meaningful Decisions: Matthew O'Malley on Design Choices in Diner
RESISTOR_
Meaningful Decisions: Anthony Amato & Nicole Kline on Design Choices in RESISTOR_
Gamelyn Games
The Publishers: Q&A With Michael Coe of Gamelyn Games
Breaking Games
The Publishers: Q&A With Shari Spiro of Ad Magic & Breaking Games
Dominion
Meaningful Decisions: Donald X. Vaccarino on Design Choices in Dominion
Maximum Throwdown
Meaningful Decisions: Jason Tagmire on Design Choices in Maximum Throwdown
VivaJava Dice
Meaningful Decisions: T.C. Petty III on Design Choices in VivaJava Dice
Euphoria
Meaningful Decisions: Jamey Stegmaier on Design Choices in Euphoria
Battle Merchants
Meaningful Decisions: Gil Hova on Design Choices in Battle Merchants
Belle of the Ball
Meaningful Decisions: Daniel Solis on Design Choices in Belle of the Ball
Dice Hate Me Games
The Publishers: Q&A With Chris Kirkman of Dice Hate Me Games
Coin Age
Meaningful Decisions: Adam P. McIver on Design Choices in Coin Age
Forbidden Desert
Meaningful Decisions: Matt Leacock on Design Choices in Forbidden Desert