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by Jason Pitre
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Recorded at Metatopia 2024 Presented by Meguey Baker Games and stories have told us that life is nasty, brutish and short, while the true story of human society is built on solidarity and empathy. In this panel, we will discuss how we can come together and care for each other in games and in life. Note that this panel was originally focused more on world building, inspired by some of the excellent posts by Meguey on her blog at https://lumpley.games/2022/11/28/follow-the-thread-a-worldbuilding-guide/
Recorded at Metatopia 2024 Presented by Curt Covert Self-Publishing is not for everyone, nor is opening a small business as a board game publisher. We will discuss why this is the case and then, for the undaunted, discuss the challenges, pitfalls to avoid, best practices for success and planning for managed growth. Bring your questions.
Recorded at Metatopia 2024 Presented by Stephanie Bryant and Melissa Lewis-Gentry What's Agile and why would I use it? Join us for a quick overview of Agile principles and practices that can help you tune your game design process into more flexible, powerful, and satisfying ways of working, whether you're a solo designer or leader of an entire team.
Recorded at Metatopia 2024 Presented by Melissa Lewis-Gentry Usability is often thought of in game design after mechanics or systems have been developed. User experience design doesn't have to be an afterthought. This panel will go over design frameworks centering player interaction with the game itself.
Recorded at Metatopia 2024 Presented by Meguey Baker, Meri Baker The Bakers lead this panel which will focus on how a family or close friends can share the experience of game design, for better or worse.
Recorded at Metatopia 2024 Presented by Jason Pitre Over the last decade, board game designers have recognized the need to have additional, procedural-driven opponents for challenge the players. The term "Automa" was coined in the 2013 game "Viticulture" by Stonemaier Games. In this panel, we will discuss the basics on how to design such procedural foes and share some advice on how to include them in your own games.
Recorded at Metatopia 2024 Presented by Geoff Engelstein This session will go over the core processes and skills required for successful game design. While intended for people in the early stages of their design journey, we welcome designers of all skill levels to refresh their toolkit and provide valuable alternative real-world experience to other attendees.
Recorded at Metatopia 2024 Presented by Avonelle Wing and Nicholas Ambrose My first question when someone tells me they're self-publishing a game is "What are your goals?" Sometimes, the answer is "I just want to know someone out there is playing it." Often times, though, designers are knee-deep in designing their One True Game, have sunk countless hours and funds into the process, and want it "in every game store across the country! And Target too!" For a single-title publisher, that's nearly unheard of. If you can name an exception, it proves the rule. So, join me for a discussion of what the 3-tier system is and why you should hold it in mind as a designer-publisher.
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RPG Design Panelcast covers topics including Leisure, Education, How To, Games. Our AI identifies the specific themes in each episode and highlights what matters most to you.
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