PodcastsLeisureGame Design Unboxed: Inspiration to Publication

Game Design Unboxed: Inspiration to Publication

Danielle Reynolds
Game Design Unboxed: Inspiration to Publication
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  • GDU 129 - Gelt Galore
    In this festive episode 129 of Game Design Unboxed, we chat with sister duo Anya and Irina Kagan - game designers and the founders of Gifts Galore - about their Hanukkah-themed party game, Gelt Galore.   They talk about how magical childhood traditions inspired them as adults to bring new energy to holiday gatherings and how a simple homemade game — originally crafted from post-its, stickers, and family trivia — turned into a full-fledged board game.   We discuss several unique design challenges including how to compile authentic and accurate historical info for trivia questions and how to strike the right balance between questions that are easy/fun and questions that are deep or educational.  The sisters also share how they designed Gelt Galore to be accessible and inclusive by using pictures along with colors (considering colorblind accessibility), designing mechanics that work for players of all ages and mobility capabilities, the “bribes” that help them attract playtesters (like candy or pizza), the inviting game design community in Kalamazoo, Michigan, stories of little-known Hanukkah heroines, and the age-old debate of the superior latke topping. Is it sour cream or applesauce? You decide!   Featuring:  Anya and Irina Kagan - Guests Danielle Reynolds - Host  
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  • GDU 128 - Twinkle Twinkle
    In episode 128 of Game Design Unboxed, we chat with game designer (publisher, art director, illustrator, and more!) Ammon Anderson about Twinkle, Twinkle, a game born from his lifelong fascination with space.   We discuss the origin of the game’s gorgeous translucent acrylic tiles, its “out of this world” space themes and expansions, and the new scoring app Allplay is developing. Ammon shares how Twinkle, Twinkle being featured at PAX Unplugged streamlined it through the pitching process, and what it’s like navigating publisher timelines and offers.   Other episode highlights include: celebrating completed projects, illustration costs, paying your kids tax-free to help your business, why he loves crafting high-quality prototypes, the importance of a well-written rulebook, and important lessons learned (like always bringing a friend to help you table at conventions).   Featuring:  Ammon Anderson - Guest Danielle Reynolds - Host
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  • GDU 127 - Super Snipers
    In episode 127 of Game Design Unboxed: Inspiration to Publication, we chat with game designer, publisher, and trauma psychotherapist Galen McCown about how getting involved with the Syracuse game design community helped him grow as both a creator and collaborator.   We also discuss his love for solo and two-player games, his fascination with post-apocalyptic themes, and how compact “mint tin” games make great travel companions. Galen dives into his process of collaborating with artists to bring worlds to life, drawing inspiration from 90s arcade classics, and incorporating catch-up mechanics to keep players engaged.   The episode also highlights how games can serve as powerful tools for therapy and learning, the value of niche historical themes, the challenges and rewards of both pitching and publishing, how game design contests can motivate completion, and how documenting his Kickstarter journey through a blog provided transparency and insight for others in the community.   Featuring:  Galen McCown - Guest Danielle Reynolds - Host
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  • GDU 126 - Space Base
    In episode 126 of Game Design Unboxed, we chat with John D. Clair about his journey from gamifying mazes to becoming a full-time tabletop designer. He shares how setting clear goals, focusing only on games he is excited about, and reworking mechanics from games that inspire him shaped his design approach.   John shares how he reimagines mechanics from games he loves, making luck-based designs more dynamic by eliminating “nothing” turns, working with publishers—specifically creative control—rulebook FAQs, data from digital platforms like Board Game Arena, designer inspiration cycles, second editions, and the definition of a true 2v2 game.   Featuring:  John D. Clair - Guest Danielle Reynolds - Host
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  • GDU 125 - Gems of Iridescia
    In episode 125 of Game Design Unboxed, we chat with Roberto Panetta, designer of Gems of Iridescia and founder of Rock, Stone & Dice Games.   Roberto shares how his background in toy and game retail gave him the marketing and sales experience to start his own publishing company. He opens up about reigniting his creativity after feeling uninspired, collaborating with family to build the story and theme behind his first game, and learning the power of feedback from fellow designers. We also discuss common misconceptions about “pretty” games, the pros and cons of bringing your design to digital platforms, and why clear rulebooks matter. Roberto also talks about his experience with how welcoming and supportive the tabletop design community is, and his convention recommendations for new designers entering the space including UNPUB, Protospiel, and smaller playtest-focused conventions.   Featuring:  Roberto Panetta - Guest Danielle Reynolds - Host
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About Game Design Unboxed: Inspiration to Publication

Game Design Unboxed features interviews with tabletop game designers on specific games or series of games they have created. Listeners will learn where the initial idea for the game came from, how the game developed over time and where the game is now after being published.
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