PodcastsLeisureGame Design Unboxed: Inspiration to Publication

Game Design Unboxed: Inspiration to Publication

Danielle Reynolds
Game Design Unboxed: Inspiration to Publication
Latest episode

135 episodes

  • Game Design Unboxed: Inspiration to Publication

    GDU 134 - Wispwood

    2026/2/10 | 48 mins.
    In episode 134 of Game Design Unboxed, we chat with first-time game designer Reed Ambrose about his family-weight, tile-laying game Wispwood.
     
    Reed shares how his journey began with BoardGameGeek (BGG) contests just for fun, and how collaborating with published designers pushed his craft forward and helped him take design seriously.

    We discuss why design contests like the ones on BGG are a great starting point (structure! deadlines!), how an UNPUB speed-pitching event helped Reed get on publishers’ radar, and the eerie folklore behind Wispwood, inspired by his fascination with the ghostly forest lights known as Ignis Fatuus.

    We also cover what it’s like working with publishers, from building relationships to how pitches move through design and development teams, why having multiple themed prototypes matters, and the challenge of designing a solo mode that stays true to your game.

    This episode also opens with a brief bonus interview previewing March’s upcoming UNPUB Festival, an annual event hosted by the volunteer organization UNPUB focused on unpublished games and designers. The intro-chat highlights the event’s offerings, from industry-led panels and workshops to large-scale playtesting opportunities. Check out the convention March 12-15, 2026!
     

    Featuring: 

    Reed Ambrose - Guest

    Danielle Reynolds - Host
  • Game Design Unboxed: Inspiration to Publication

    GDU 133 - Honey Buzz

    2026/1/27 | 56 mins.
    In episode 133 of Game Design Unboxed, we chat with game designer and Creative Director Paul Salomon about his innovative worker placement and tile-laying game, Honey Buzz. The conversation covers the creative path that led him from math, music, and juggling into tabletop game design, the balance between aesthetics and mechanics, designing with math in mind, and why a strong elevator pitch that clearly defines your game’s core theme and mechanics is essential when pitching.

     

    The episode also includes a thoughtful discussion on collaboration and co-designing, the differences between game designers and game developers, and the sometimes awkward conversations that can come with crediting creative work.

     

    Featuring: 

    Paul Salomon - Guest

    Danielle Reynolds - Host
  • Game Design Unboxed: Inspiration to Publication

    GDU 132 - Season 6 Recap

    2026/1/13 | 1h 14 mins.
    In episode 132 of Game Design Unboxed: Inspiration to Publication, Amanda Rivera returns from behind-the-scenes to behind-the-mic as a guest host to chat with Danielle about GDU's sixth season. They talk about how thematic season 6 was, recall insights about arguably one of the most common questions in game design (to pitch or self-publish), share how designers make games accessible and approachable, comment on the power of networking in the tabletop community, and share more about the amazing games and guests who were featured this season.

     

    Danielle also shares previews of her upcoming games and expansions, discusses the trials and tribulations of the gaming industry in 2025, and highlights trends she's noticed on the horizon.

     

    Other interesting highlights from the season six recap:

    How games can inspire connections between people (especially cooperative games that link players together with a common goal).

    Networking, networking, networking!

    How Amanda always needs to know the flavor text for who the first player is.

    Danielle explains the definition of her term "art correction" rather than art direction.

     

    Featuring: 

    Danielle Reynolds - Guest

    Amanda Rivera - Guest Host
  • Game Design Unboxed: Inspiration to Publication

    GDU 131 - Pandemic

    2025/12/30 | 42 mins.
    In episode 131 of Game Design Unboxed, we chat with game designer Matt Leacock about his “infamous” game Pandemic.

    Matt explains how his path into game design was shaped by watching his artsy uncle create games as a hobby and by growing up surrounded by "bad" games from the 1970s that he couldn’t help but try to improve. We discuss how overly competitive family game nights pushed him toward cooperative play, and how his first true co-op game inspired him to design experiences where players succeed or fail together. That philosophy, paired with an interest in chain reactions and the cultural relevance of disease in the early 2000s became the foundation of Pandemic.

    We talk about the thought process behind the game’s map, designing with real-world locations, drawing from existing game mechanics, and the value of diverse and remote playtesting. We also discuss working on game expansions, legacy design, teamwork, and how strong design skills support better prototypes and long-term vision.

     

    Featuring: 

    Matt Leacock - Guest

    Danielle Reynolds - Host
  • Game Design Unboxed: Inspiration to Publication

    GDU 130 - 3 Chapters

    2025/12/16 | 43 mins.
    In episode 130 of Game Design Unboxed, we chat with game designer Joe Hout about his fairytale-themed trick-taking game, 3 Chapters, accessibility in gaming, and his design journey.

    Joe shares how his path into game design began by tweaking games he loved and then took off after completing a passion-project game he self-published via Kickstarter. We break apart 3 Chapters and how the creation of the game was a culmination of favorite mechanics and key moments from various games he’s designed over the years.

     

    This episode covers common barriers to entry in board games, from rule overload to games that are difficult to teach, and why familiar themes like fairytales can make learning feel intuitive. Joe and Danielle discuss how storytelling can help teach and pitch games - especially trick-taking games - which can feel frustrating or intimidating to players who are new to certain mechanics.

    Joe talks about the joy of hearing players say, “let’s play again,” the value of sticky rules that make it easy to return to a game after time away, and why a game’s weight matters less than its intended audience and purpose. We also discuss learning through design podcasts and tools, collaborating with great publishers, and how those relationships open doors across the tabletop industry.

     

    Featuring: 

    Joe Hout - 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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