Love this video. Your description on how an original idea morphs through dozens of iterations is spot on. I love working through design problems and delight when I can get one tweak to solve multiple issues. And you’re so right about getting it to the table quickly. So many times I’ve thought I’d worked through a problem in my head only to have it fail upon its first contact with reality. But the process is so satisfying.
When I talk to upcoming board game designers I always point them to your channel as you are really having a geat perspective on how to tackle varying topic around game design ❤
I enjoy the videos too, as a fledgling designer! Are there other resources you'd recommend, or even would you do a video on other resources online for designers, whether podcasts, blogs, vlogs etc
@@georgevassilev3122… I’ve been watching Adam’s vids for a while now. The vid he mentions in this clip about having a design approach and identifying your market can be really important to figure out who your game is for. Designing a game that kids can play is very different to designing a game just for adults (and the teenagers that can hack it).
If feedback, even critical feedback, is welcome, I have to say that it's pretty disappointing to click on a video with the title "Making Your First Board Game" and getting all autobiography. I'm sure this is not your intent, but it feels as though I've just asked "how do I design a game?" and you've proceeded to talk about yourself for twenty minutes instead. Just title it "My Journey through Board Game Design," so that you guide interested people to the right video.
Feedback, even critical feedback, is always welcome. So thanks for commenting. There are many, many videos on this channel about all aspects of creating a board game, so I’m sure you’ll find something closer to what you were looking for - the video in this link highlights many of the topics I’ve covered: Everything You Need To Know About Board Game Design ua-cam.com/video/LMQe6itGi3E/v-deo.html
In a world crowded with games just being able to play games I made with my future kids would be all the joy and make it worth it. Loved to hear how you got started. I too came to this realization that my earliest memories were creating games.. Little signs have always been there and I got discouraged when I couldn’t excel in video game design courses because math bores me. But board games are greater as they are timeless and my decision to learn photoshop in high school is paying off now. Finally In my thirties i’m building my launch titles to self publish and I definitely couldn’t of stayed focus if not for watching your videos! prototyping early and having someone to play with is definitely key. 💯 🙏 thanks again for good content
basically copy, adapt, try the adapataion, tweak etc etc rinse, repeat We definitely need a Sharknado boardgame if it hasnt been made already I think this is your best video
I drew a sharp breath of joy when I saw Johnny Depp's Dead Man feature in your video. A fantastic underrated, little-known Jim Jarmusch flick. Thank you!
I really enjoy your videos. I started out studying film, I was a video editor major. Since then i’ve immigrated to the Netherlands and changed career paths to logistics. But for some time i’ve missed a creative outlet. I recently bought quest for el dorado, my gf and I love it. But much like when I bought Dungeons! I almost immediately started tinkering with the rules, I found the rogues in that game didn’t really have much value to use. So I added extra movement bonuses for them to insentivise their use. With el dorado I felt it needed combat, and that the remove from game function could be utilised as part of a new mechanic for the game. Last night I stumbled across dextrous, and I was hooked. I already have 4 cards designed with full artwork. I had to force myself to go to bed last night I was so enthused with the experience of creating my own game. Your energy in these videos inspired me to, just get out of my head and try
@AdamInWales I’ve come some way since my last message. I have the modular game board designed, the various shops and starter decks designed for my deck builder board game. But now I’m feeling really stuck and frustrated with the last step, which for me is designing player boards. I’ve been using an online program Dextrous to design most of the components for my game. But I find it quite lacking for what I now need to do. Do you work with photoshop or do you perhaps know of another cheaper option for designing player boards, to include things like health bars, and spaces for your deck and discard pile? Or am I just going to have to bite the bullet and pay for photoshop 😬
Omg. UA-cam subtitled Elimi-Nation as Limey Nation. UA-cam now has to cancel itself. You broke UA-cam! Well done video as per usual. Thank you for the hot tips and advice. You rock.
Great video Adam. I recently purchased some blank playing cards so I can scrawl on them to create a prototype. It is SO HARD to resist trying to make them look pretty, and to just make the damn cards. 🙃
Thank you for this video. You are like my twin when it comes to board game design. When I was a kid I created so many board games that I couldn't even keep track of. From fantasy adventures to wrestling games, I did it all. The only thing I need is a pen, paper and dice and I have access to 100s of board games I could create, each with their own worlds. Today, I take existing board games and try my hardest to create solo modes since I really don't have many friends that play board games. I love to create AI engines that allow me to play with or against them. I've been thinking about trying to start making my own games to publish at some point and this video was a great starting point. Thank you! I'll be watching more!
Just what I needed to hear after being told to NOT make the prototype so polished. Helps make it joyful this way. Certainly helps to guide subsequent iterations for me.
Just found your channel and I love it. Do you have a video about the process of getting a game published? How to approach a publisher? How to pitch a game? What are the pitfalls? What to expect? What is a good offer, what is a bad offer?
I just finished making my board game prototype! It’s a euro-style board game called Critter Venture. I ended up using the game crafter, but launch tabletop seems just as great. I totally agree, the art is my favorite part! Plus, I love the idea of having a prototype that is 100% my own creation before publishers make changes. When I’m pitching to publishers, would you advise mentioning briefly that I’m totally ok with all of the art being changed, I only did this for fun, and so that I could have one personalized copy before publishers make the necessary changes?
Yes, I think it’s very sensible to mention that upfront - I tend to mention it in a pitch meeting. In my initial email, or sell sheet, I often say: “all art is placeholder” or something equivalent.
"Fantastic video. I'm in the process of making my own game based on city building. I am a graphic designer that also does a lot of 3D modeling and 3D printing. So, I really want a game where I can watch the city grow in front of me. In short, the layout involves hexagon road tiles and places for buildings to be built. Cards with politics, whether they hinder you or give you a boost, resources like manpower, steel, that arrives with a ship when the dice rolls, which have to be bought with money you earn at residential buildings… Yeah, I just dip my toe in my ideas here. I really want to have some tools or ways to strategically lay out my ideas. Any tips?"
Maybe a video on how you get that amazing artwork huh Or sth about how to start making a board, that is the component that i think sounds the most difficult, literally 0 idea how to start with that one
I’m sure there are exercises you can do - probably many courses available around this. I devised a journal which can help with personal development as a designer (though it won’t help you with game mechanisms). Might be worth a look? I talk about it in this video: Your PATH to SUCCESS as a board game designer. ua-cam.com/video/Wgsd4vdsnTE/v-deo.html
Adam... I just came across your wonderful UA-cam channel and appreciate the sharing of your time and information on games. One quick question. When using a company like Launch Lab, what are the implications for copyright issues or etc. I can see the excellent service that Launch Lab provides, but what about the sharing of your creative game look and play with Launch Lab. Is there some sort of protection for your game if they produce it?
I’m not concerned about the safety of using Launch Lab. You do, of course, have to share all your files with the company - that’s the nature of printing. But all your art assets and written documents are automatically protected by copyright - so you have legal redress if anything untoward were to happen. You can’t copyright game mechanisms, so there is nothing stopping another party using your game idea - that is a blessing and a curse for board game and videogame designers. It allows creatives to build on the work of others (look at the massive number of deckbuilders spawned by Dominion) but it also leaves us theoretically open to idea theft. Though it hardly ever happens - and when it does, the publisher’s reputation is generally ruined by gamers sharing the story online. Launch Tabletop is not a publisher - so they have no interest (and presumably limited connections/distribution etc) in stealing a game. For a board game manufacturer to do this ONCE would kill their business. Nobody would ever work with them again. So I think there’s loads of protection really. Hope that helps. If you’d like to hear more of my thoughts on the topic, here’s my video about protecting your ideas: ua-cam.com/video/oTbHvDb8DHg/v-deo.html
I'd add - Read/study a lot of game manuals and think about the steps how the rules were created. - Create Excel files of your favorite games and try to "solve" them (which card/strategy is the best and why?) - Write stories/world descriptions/scenarios (what if this happened? what would I do in this situation? what would be the possible decisions in such situations? etc.) But I think there is no "right" way, at least not if you are an indie developer, because the most important issue is "motivation". Playtesting might "save time", but if you are much more motivated to think about the art and design on paper, maybe spend a little bit more energy into that first :) A well-playtested game that is never finished is worse than a work of passion that is actually published.
Hinestly I disagree with your idea that having your early games on your BGG page diminishes the reputation of your newer games. I think it shows growth and a lot of times I love to see where game designers started their journey. It shows character and I like seeing how far they have gone as a designer. Just my thoughts :)
I appreciate your perspective, and truthfully I’d never look critically at another designer’s BGG listings and judge them for it. We’re always harder on ourselves!
Thanks for recomending, this video is better. I've been making my game close to a year now, and I am doing most steps wrong, according to people. My idea came from a point and click battle royal video game I was a huge fan of. From the start, my goal was to recreate the same experience, including real-time but in a board game. I've spent over $1,000 on parts to make this game and a number of mechanics I had to create to make the game work. As of now, it still has never seen a four player playtest. I've been spending thousands of hours balancing, and if successful, will be the only real-time game to exist that is not a party game. The materials my game requires are ridicuous to include a table that is EXACTLY 30 inches wide and at least 60 inches across. I don't care about being published. I just want to make something that i can see people calling their favorite. Very rough draft rule setup if you want a laugh at the components list www.canva.com/design/DAGN9pzaESw/mOyuj48cfZeDlPRh2T6WoA/view?DAGN9pzaESw&
always love your videos. are you afraid of what AI will mean for board game creators? especially up-and-coming ones. I mean in the innovative game mechanics section, the actual game. not the art section or anything like that. I fear companies will just use AI to produce games or the already established creators that have a better chance of getting a game picked up due to past success will use AI to create a game, pitch it and claim it as their own.
There are wildly different opinions on AI and its applications, risks etc. I obviously can’t see the future, so I have no idea how things will change - but I suspect there will be an enormous shift in creative industries, and relatively rapidly. I don’t think we can stop progress with AI now - the cat is out of the bag. So my personal feeling is that the best approach is to learn about it, keep up with it, get experience of using it (non-commercially while the various lawsuits are playing out) and then you’ll be well-placed to ride the wave when the massive shifts happen. I think AI will soon be able to create a serviceable game - and some publishers might be happy to produce that level of work - but I think the rulesets will always be derivative. The best designers will still rise above it, or use AI to get them some of the way then add the human element to really lift the experience.
@@AdaminWales I think with AI where we are today is like in the 1970s when Pong first appeared as a videogame compared to the sophistication and complexity of games nowadays
I use AI sometimes to help me refine my rules, create sell-sheets, or even write scripts for videos. While it's not perfect, I really speeds-up the process and saves a lot of time.
Well now I've got to make a game based on the hit movie Sharknado 2.
You can't stop there, what about Sharknado 6?!
Love this video. Your description on how an original idea morphs through dozens of iterations is spot on. I love working through design problems and delight when I can get one tweak to solve multiple issues. And you’re so right about getting it to the table quickly. So many times I’ve thought I’d worked through a problem in my head only to have it fail upon its first contact with reality. But the process is so satisfying.
I truly admire the dynamic narration and energy in this video and your channel in general. Awesome work, Adam. Cheers!
When I talk to upcoming board game designers I always point them to your channel as you are really having a geat perspective on how to tackle varying topic around game design ❤
Thanks Raphael, much appreciated. It’s hard work growing the audience, so I’m always appreciative of any help!
@@AdaminWales you are doing an incredible job here
I enjoy the videos too, as a fledgling designer! Are there other resources you'd recommend, or even would you do a video on other resources online for designers, whether podcasts, blogs, vlogs etc
@@georgevassilev3122… I’ve been watching Adam’s vids for a while now. The vid he mentions in this clip about having a design approach and identifying your market can be really important to figure out who your game is for. Designing a game that kids can play is very different to designing a game just for adults (and the teenagers that can hack it).
The tips you shared are incredibly helpful and practical.
If feedback, even critical feedback, is welcome, I have to say that it's pretty disappointing to click on a video with the title "Making Your First Board Game" and getting all autobiography. I'm sure this is not your intent, but it feels as though I've just asked "how do I design a game?" and you've proceeded to talk about yourself for twenty minutes instead. Just title it "My Journey through Board Game Design," so that you guide interested people to the right video.
Feedback, even critical feedback, is always welcome. So thanks for commenting. There are many, many videos on this channel about all aspects of creating a board game, so I’m sure you’ll find something closer to what you were looking for - the video in this link highlights many of the topics I’ve covered: Everything You Need To Know About Board Game Design
ua-cam.com/video/LMQe6itGi3E/v-deo.html
@@AdaminWales Thanks Adam! I appreciate the link. I'll check it out.
This video broke everything down so well, I finally get it.
In a world crowded with games just being able to play games I made with my future kids would be all the joy and make it worth it.
Loved to hear how you got started. I too came to this realization that my earliest memories were creating games.. Little signs have always been there and I got discouraged when I couldn’t excel in video game design courses because math bores me. But board games are greater as they are timeless and my decision to learn photoshop in high school is paying off now. Finally In my thirties i’m building my launch titles to self publish and I definitely couldn’t of stayed focus if not for watching your videos! prototyping early and having someone to play with is definitely key. 💯 🙏 thanks again for good content
basically copy, adapt, try the adapataion, tweak etc etc rinse, repeat
We definitely need a Sharknado boardgame if it hasnt been made already
I think this is your best video
Thanks Keith - glad to see you’ve been enjoying many of my videos over the last few days :)
I drew a sharp breath of joy when I saw Johnny Depp's Dead Man feature in your video. A fantastic underrated, little-known Jim Jarmusch flick. Thank you!
Another great and inspiring video Adam - you really do put an enormous amount of effort into every aspect.
Oh man, it's just barely been a MONTH of trying and that opening is so me relatatable this yes.
I really enjoy your videos. I started out studying film, I was a video editor major. Since then i’ve immigrated to the Netherlands and changed career paths to logistics. But for some time i’ve missed a creative outlet. I recently bought quest for el dorado, my gf and I love it. But much like when I bought Dungeons! I almost immediately started tinkering with the rules, I found the rogues in that game didn’t really have much value to use. So I added extra movement bonuses for them to insentivise their use. With el dorado I felt it needed combat, and that the remove from game function could be utilised as part of a new mechanic for the game. Last night I stumbled across dextrous, and I was hooked. I already have 4 cards designed with full artwork. I had to force myself to go to bed last night I was so enthused with the experience of creating my own game. Your energy in these videos inspired me to, just get out of my head and try
Really glad the videos are helping. Good luck with your game! :)
@AdamInWales I’ve come some way since my last message. I have the modular game board designed, the various shops and starter decks designed for my deck builder board game.
But now I’m feeling really stuck and frustrated with the last step, which for me is designing player boards. I’ve been using an online program Dextrous to design most of the components for my game. But I find it quite lacking for what I now need to do. Do you work with photoshop or do you perhaps know of another cheaper option for designing player boards, to include things like health bars, and spaces for your deck and discard pile? Or am I just going to have to bite the bullet and pay for photoshop 😬
Another fun and informative video, bringing me closer to becoming the next Bruno Cathala.
Glad you enjoyed it. Hope you succeed in becoming Bruno.
thank you for this Adam - very good to hear
Omg. UA-cam subtitled Elimi-Nation as Limey Nation. UA-cam now has to cancel itself. You broke UA-cam! Well done video as per usual. Thank you for the hot tips and advice. You rock.
That was the smoothest promo segway I have ever heard! Well done lol
Haha. It’s an art form all of its own squeezing little promos into the flow!
Great video Adam. I recently purchased some blank playing cards so I can scrawl on them to create a prototype. It is SO HARD to resist trying to make them look pretty, and to just make the damn cards. 🙃
Great video! Really enjoyed the friendly tone and valuable advice
Such a valuable video for first time designers! I love your suggestion to treat it with a sense of childlike wonder. That’s exactly how it should be!
“A squatter in your frontal cortex”
Definitely a phrase I’m going to start using 😂
Thanks, love the channel!
Thank you for this video. You are like my twin when it comes to board game design. When I was a kid I created so many board games that I couldn't even keep track of. From fantasy adventures to wrestling games, I did it all. The only thing I need is a pen, paper and dice and I have access to 100s of board games I could create, each with their own worlds. Today, I take existing board games and try my hardest to create solo modes since I really don't have many friends that play board games. I love to create AI engines that allow me to play with or against them. I've been thinking about trying to start making my own games to publish at some point and this video was a great starting point. Thank you! I'll be watching more!
Always a joy Adam. Thanks 😊
Just what I needed to hear after being told to NOT make the prototype so polished. Helps make it joyful this way. Certainly helps to guide subsequent iterations for me.
12:20 Yay! Valadation for my long hours beautifying my prototypes! (also it helps get people to test play them)
Great video Adam. Really "up". Thanks
Wow thanks for the encouragement to get designing!
I am having trouble even coming up with actions / rules lol in a first simple game loop
I love this video! This is exactly my situation. I have ideas, how to focus them and turn it into something tangible! Where do I even start.
Just found your channel and I love it. Do you have a video about the process of getting a game published? How to approach a publisher? How to pitch a game? What are the pitfalls? What to expect? What is a good offer, what is a bad offer?
Sorry for slow reply. I have videos on ALL of these things :) Scroll through the channel and you should find them. Thanks for watching.
I just finished making my board game prototype! It’s a euro-style board game called Critter Venture. I ended up using the game crafter, but launch tabletop seems just as great.
I totally agree, the art is my favorite part! Plus, I love the idea of having a prototype that is 100% my own creation before publishers make changes.
When I’m pitching to publishers, would you advise mentioning briefly that I’m totally ok with all of the art being changed, I only did this for fun, and so that I could have one personalized copy before publishers make the necessary changes?
Yes, I think it’s very sensible to mention that upfront - I tend to mention it in a pitch meeting. In my initial email, or sell sheet, I often say: “all art is placeholder” or something equivalent.
"Fantastic video. I'm in the process of making my own game based on city building. I am a graphic designer that also does a lot of 3D modeling and 3D printing. So, I really want a game where I can watch the city grow in front of me. In short, the layout involves hexagon road tiles and places for buildings to be built. Cards with politics, whether they hinder you or give you a boost, resources like manpower, steel, that arrives with a ship when the dice rolls, which have to be bought with money you earn at residential buildings… Yeah, I just dip my toe in my ideas here. I really want to have some tools or ways to strategically lay out my ideas. Any tips?"
Maybe a video on how you get that amazing artwork huh
Or sth about how to start making a board, that is the component that i think sounds the most difficult, literally 0 idea how to start with that one
Are there exercises to train oneself in boardgame design?
I’m sure there are exercises you can do - probably many courses available around this. I devised a journal which can help with personal development as a designer (though it won’t help you with game mechanisms). Might be worth a look?
I talk about it in this video:
Your PATH to SUCCESS as a board game designer.
ua-cam.com/video/Wgsd4vdsnTE/v-deo.html
i made a card game 2 days ago based on a dream i had
Adam... I just came across your wonderful UA-cam channel and appreciate the sharing of your time and information on games. One quick question. When using a company like Launch Lab, what are the implications for copyright issues or etc. I can see the excellent service that Launch Lab provides, but what about the sharing of your creative game look and play with Launch Lab. Is there some sort of protection for your game if they produce it?
I’m not concerned about the safety of using Launch Lab. You do, of course, have to share all your files with the company - that’s the nature of printing. But all your art assets and written documents are automatically protected by copyright - so you have legal redress if anything untoward were to happen. You can’t copyright game mechanisms, so there is nothing stopping another party using your game idea - that is a blessing and a curse for board game and videogame designers. It allows creatives to build on the work of others (look at the massive number of deckbuilders spawned by Dominion) but it also leaves us theoretically open to idea theft. Though it hardly ever happens - and when it does, the publisher’s reputation is generally ruined by gamers sharing the story online.
Launch Tabletop is not a publisher - so they have no interest (and presumably limited connections/distribution etc) in stealing a game. For a board game manufacturer to do this ONCE would kill their business. Nobody would ever work with them again.
So I think there’s loads of protection really. Hope that helps.
If you’d like to hear more of my thoughts on the topic, here’s my video about protecting your ideas: ua-cam.com/video/oTbHvDb8DHg/v-deo.html
I've made maybe 70 games or so, but I've never published any yet. There's about 2 or 3 ready to publish.
I need help.
I'd add
- Read/study a lot of game manuals and think about the steps how the rules were created.
- Create Excel files of your favorite games and try to "solve" them (which card/strategy is the best and why?)
- Write stories/world descriptions/scenarios (what if this happened? what would I do in this situation? what would be the possible decisions in such situations? etc.)
But I think there is no "right" way, at least not if you are an indie developer, because the most important issue is "motivation". Playtesting might "save time", but if you are much more motivated to think about the art and design on paper, maybe spend a little bit more energy into that first :) A well-playtested game that is never finished is worse than a work of passion that is actually published.
Hinestly I disagree with your idea that having your early games on your BGG page diminishes the reputation of your newer games. I think it shows growth and a lot of times I love to see where game designers started their journey. It shows character and I like seeing how far they have gone as a designer. Just my thoughts :)
I appreciate your perspective, and truthfully I’d never look critically at another designer’s BGG listings and judge them for it. We’re always harder on ourselves!
Thanks for recomending, this video is better.
I've been making my game close to a year now, and I am doing most steps wrong, according to people. My idea came from a point and click battle royal video game I was a huge fan of. From the start, my goal was to recreate the same experience, including real-time but in a board game. I've spent over $1,000 on parts to make this game and a number of mechanics I had to create to make the game work. As of now, it still has never seen a four player playtest. I've been spending thousands of hours balancing, and if successful, will be the only real-time game to exist that is not a party game. The materials my game requires are ridicuous to include a table that is EXACTLY 30 inches wide and at least 60 inches across. I don't care about being published. I just want to make something that i can see people calling their favorite.
Very rough draft rule setup if you want a laugh at the components list
www.canva.com/design/DAGN9pzaESw/mOyuj48cfZeDlPRh2T6WoA/view?DAGN9pzaESw&
always love your videos. are you afraid of what AI will mean for board game creators? especially up-and-coming ones. I mean in the innovative game mechanics section, the actual game. not the art section or anything like that. I fear companies will just use AI to produce games or the already established creators that have a better chance of getting a game picked up due to past success will use AI to create a game, pitch it and claim it as their own.
There are wildly different opinions on AI and its applications, risks etc. I obviously can’t see the future, so I have no idea how things will change - but I suspect there will be an enormous shift in creative industries, and relatively rapidly. I don’t think we can stop progress with AI now - the cat is out of the bag.
So my personal feeling is that the best approach is to learn about it, keep up with it, get experience of using it (non-commercially while the various lawsuits are playing out) and then you’ll be well-placed to ride the wave when the massive shifts happen.
I think AI will soon be able to create a serviceable game - and some publishers might be happy to produce that level of work - but I think the rulesets will always be derivative. The best designers will still rise above it, or use AI to get them some of the way then add the human element to really lift the experience.
@@AdaminWales I think with AI where we are today is like in the 1970s when Pong first appeared as a videogame compared to the sophistication and complexity of games nowadays
I use AI sometimes to help me refine my rules, create sell-sheets, or even write scripts for videos. While it's not perfect, I really speeds-up the process and saves a lot of time.
You're not chatgpt 😂😂😂
Man I wish I was there when you heard the man say he can run all the simulations in his head 😂