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.
Upshift 52: Rebuilding the S.H.A.R.C.
Oct 17, 2025
As the designer of the Essence20 version of G.I. JOE’s iconic flying submarine, Ryan takes full responsibility for it being built wrong. He uses this opportunity to show off he Essence20 vehicle design rules and correct his mistake.
S.H.A.R.C. (SUBMERSIBLE HIGH-SPEED ATTACK AND RECONNAISSANCE CRAFT)
A breakthrough in submersible technology, the S.H.A.R.C. (Submersible High-speed Attack and Reconnaissance Craft)’s ability to operate in the air and underwater sets it apart as one of G.I. Joe’s most versatile vehicles.
Armored Cabin: The S.H.A.R.C.’s impact-resistant gullwing canopy extends to cover the driving cabin. Attacks can’t target the vehicle’s drivers directly.
Autopilot: As long as this vehicle has one driver, it operates at full capacity. If this vehicle has a full complement of drivers, a driver can use a Free action to have the autopilot Lend Assistance on a Driving Skill Test.
Emergency Canopy Release Hatch: The S.H.A.R.C.’s crew gains an Edge on Athletics and Acrobatics Skill Tests to escape from the vehicle if it explodes.
Flying Submarine : The S.H.A.R.C. counts as both an air and sea vehicle.
Rocket Riders: The underbelly of a S.H.A.R.C. can be fitted with two Acoustic-Homing Torpedoes or two passengers, but not both or one of each.
Sensors: This vehicle can invest ranks into the Alertness skill, even without a Smarts Essence score.
Vehicle: The S.H.A.R.C. is a vehicle.
ATTACKS
Twin 30mm “Tidalwave” Cannons (Targeting): +d4 or driver’s Driving Skill, Range 40ft/160ft min 10ft (1 Sharp damage)
Digital Divination 146 – Starfinder: Afterlight Media Event News!
Oct 16, 2025
John shares information from Epictellers’ recent Starfinder: Afterlight media event and Jason gives his top recommendations for space fantasy games to play as you wait!
Intrepid Heroes 169 – The Body (Murder in Metal City Session 4)
Oct 13, 2025
While investigating the murder of Tier 99 Professor, our heroes make a grisly discovery.
Join our Intrepid Heroes as they solve the mystery of the Murder in Metal City!
Cast: Jason Keeley – GM Alex Speidel – Patsy Van Dyne Isis Wozniakowska – Voss Seltee Jocelyn Hamilton – Together in Electric Dreams (Dreams) John Godek – Xabi Fraglorious Rue Dickey – Whose Boughs Are Lit Within (Boughs) Tim Nightengale – Dexter Rayne
Game Design Unboxed 125: Gems of Iridescia
Oct 07, 2025
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.
Vehicles play a major role in G.I. JOE, Power Rangers, and, obviously, Transformers. But how do they work in Essence20? Charles, who is running a session with at least one vehicle combat soon, asks Ryan, who designed the Essence20 vehicle rules, about their intent, origin, and implementation.
Intrepid Heroes 168 – The Ambush (Murder in Metal City Session 3)
Sep 29, 2025
Our heroes are ambushed in an alley but prevail, and learn that someone or something has been tracking both the professor and themselves.
Join our Intrepid Heroes as they solve the mystery of the Murder in Metal City!
Cast: Jason Keeley – GM Alex Speidel – Patsy Van Dyne Isis Wozniakowska – Voss Seltee Jocelyn Hamilton – Together in Electric Dreams (Dreams) John Godek – Xabi Fraglorious Rue Dickey – Whose Boughs Are Lit Within (Boughs) Tim Nightengale – Dexter Rayne
Battlecry!, the latest sourcebook for Pathfinder 2e, is full of amazing options, like the new Jotunborn big beefy ancestry with planar connections, the new commander and guardian classes, a leader and a protector, respectively, and a new skirmish system to put your PC in the middle of epic battles. The book’s design lead, our own Jason Keeley, joins Ryan to talk about all of that and more.
However, that’s not all that Battlecry! has to offer. Ryan spends the first segment of the episode looking at four of the new archetypes introduced in the book, and how they encapsulate different ways an RPG option can be good. Then, in the final segment of the episode, Jake from Wisdom Check, himself highly invested in the Battlecry! archetypes lately on his YouTube channel, tells Ryan what he loves about Pathfinder, and what he brings to the community.
In episode 124 of Game Design Unboxed, we chat with game designer Serena Fadlun about creating games that increase human happiness and how she literally dreamed her career into existence when a vision of her future son inspired her to start designing.
Serena shares how she blended her work experience (from translating top-secret movie scripts to a career in psychology and mental health) into her game theme and mechanics, continuing to apply her knowledge of statistical analysis and short term research methods into playtesting.
They also discuss her decision to release a free print-and-play game that collected optional donations to support future research, a shared fear of public speaking, insights from Yale’s Science of Wellbeing course, and how interacting with social media can be challenging but rewarding in the tabletop world.
Intrepid Heroes 167 – The Chase (Murder in Metal City Session 2)
Sep 15, 2025
Seemingly attacked by a stealthy droid, our heroes give chase!
Join our Intrepid Heroes as they solve the mystery of the Murder in Metal City!
Cast: Jason Keeley – GM Alex Speidel – Patsy Van Dyne Isis Wozniakowska – Voss Seltee Jocelyn Hamilton – Together in Electric Dreams (Dreams) John Godek – Xabi Fraglorious Rue Dickey – Whose Boughs Are Lit Within (Boughs) Tim Nightengale – Dexter Rayne
Ryan returns as host of a new era of the Know Direction podcast. After talking about what’s been going on with the podcast and what to expect from its future, he speaks with Luis Loza about the latest hardcover for the Lost Omens line, Shining Kingdoms.
Know Direction Beyond 100: Starfinder 2e Player Core
Sep 10, 2025
The stars aligned for this one! Alex and James go cover-to-cover with the new Starfinder 2e Player Core for the 100th episode of Know Direction Beyond!
In episode 123 of Game Design Unboxed, we chat with game designer Mitch Wallace about how a wide range of hobbies and a YouTube rabbit hole led him into game design. He shares how his curiosity sparked idea after idea, and how the original concept for Art Society evolved through rounds of feedback to find a balance that’s not too much or too little, but justtttt right.
We explore the power of the two-sentence “elevator” pitch when approaching publishers, the importance of aligning game mechanics with theme, and how playing a wide variety of games can elevate your design skills. Mitch also talks about learning to reset, rethink, and refine your ideas, being open to feedback, and staying confident in finding the right publishing fit.
We also touch on using inserts as part of the gameplay (not only to organize), multipurpose components, the suspense of waiting for your game as publishers get it to influencers and reviewers first, the joy of a convention launch, and the challenge of coming up with tiebreakers.
Charles’ mind has been swirling ever since he heard about Learned From The Best, a new General Perk for the Essence20 in G.I. JOE Roleplaying Game: Hawk’s Personnel Files that lets players access Perks for Threat. He challenged himself and Ryan to see just how much character customizability and storytelling potential one Perk can hold.
Intrepid Heroes 166 – The Meet (Murder in Metal City Session 1)
Sep 01, 2025
A strange message beckons six strangers to Striving, an expansive megaplex city on Aballon, the planet of Machines. There, they gather in a neon-lit cafe, surrounded by androids and robots, to meet an old friend. The bartender brings them refreshments—and a holographic recording from their mutual acquaintance.
“Greetings, friends! If you’re watching this, it’s because I’ve experienced an unexpected shutdown—in organic terms, I’m dead.”
Join our Intrepid Heroes as they solve the mystery of the Murder in Metal City!
Cast: Jason Keeley – GM Alex Speidel – Patsy Van Dyne Isis Wozniakowska – Voss Seltee Jocelyn Hamilton – Together in Electric Dreams (Dreams) John Godek – Xabi Fraglorious Rue Dickey – Whose Boughs Are Lit Within (Bough) Tim Nightengale – Dexter Rayne
Game Design Unboxed 122: License to Krill
Aug 26, 2025
In episode 122 of Game Design Unboxed: Inspiration to Publication, we talk with owner of MaKa Games and designer of License to Krill, Matthew Kambic, about how a pun inspired his debut game — and how he brought it to life with a custom plushie component.
Matthew shares how his engineering background, early love of games, and deep dive into research (contrary to popular belief, he’s not a marine biologist!) helped shape the project. We talk about the trials and tribulations of manufacturing, Kickstarter strategies, building crowdfunding communities through comments, and the importance of critical but constructive feedback from playtesters outside your inner circle.
We also discuss the details of the surprisingly complex manufacturing process behind the plushie (including some unusual state-specific laws!), the importance of building strong vendor relationships, and the financial realities of quantity pricing and investment.
Upshift 048: Behind Essential Builds (fixed)
Aug 25, 2025
Ryan writes a blog about building elaborate Essence20 characters. Charles needs a new character for a G.I. JOE RPG campaign. Together, they solve crimes.
Game Design Unboxed 121: Shifting Stones
Aug 12, 2025
In episode 121 of Game Design Unboxed: Inspiration to Publication, J. Evan Raitt shares how an infamously frustrating game first sparked his interest in design, which eventually led to a make-your-own-game elective in college and most recently to the creation of Shifting Stones.
We talk about the theme being inspired by his fascination with traditional Mayan glyphs, how other types of designers or artists can fill creative gaps, the importance of player options in abstract games, clever touches like dual-sided reference cards, collaborating closely with fast-paced publishers, and how casual conversations can turn connections in the industry into real opportunities.
Gen Con 2025 Pathfinder Battlecry & the Hellfire Crisis
Aug 11, 2025
Logan Bonner and Jason Keeley take us on a tour of the latest Pathfinder 2e hardcover, Battlecry, and how it leads into the upcoming Pathfinder adventure path, The Hellfire Crisis.
From the Gen Con 2025 Starfinder Launch Panel, shared with permission.
Gen Con 2025 Starfinder Launch Panel
Aug 11, 2025
Jenny Jarzabski, Mike Kimmel, Dustin Knight, Aras Yazgan, and Jessica Catalan (with special appearance by Thurston Hillman) of Paizo’s Starfinder team cracks open the pages of Starfinder 2e for reveals and more.
From the Gen Con 2025 Starfinder Launch Panel, shared with permission.
Upshift 047: Story Points
Aug 08, 2025
Multiple Essence20 Core Rulebooks boldly call Story Points “The Great Equalizer”.
Ryan and Charles look at how this isn’t an exaggeration, and point out how this meta narrative control consumable can elevate the stories of your G.I. JOE, My Little Pony, Power Rangers, Transformers, and Welcome To Night Vale campaigns.
Digital Divination 141 – Starfinder 2 Launch Day with Jenny Jarzabski
Jul 31, 2025
Starfinder Creative Manager Jenny Jarzabski join Jason, John, and Ron to talk about all the cool Starfinder 2nd Edition things going on at Gen Con for today’s Starfinder 2 release!
Ron Lundeen is an employee of Wizards of the Coast and his opinions are his own.
Game Design Unboxed 120: CHEW: The Roleplaying Game
Jul 29, 2025
In episode 120 of Game Design Unboxed: Inspiration to Publication we talk with Pete Petrusha of Imagining Games about adapting the Eisner award-winning Image comic series, CHEW, into a Forged in the Dark foodie crime drama TTRPG!
They discuss several delicious topics including the concept of meeting needs and answering questions with your game designs (what’s something I can play in the hallway with my friends at PAX right now?), obtaining the rights to use ALL the art from the entirety of the comic, incorporating an IP into an RPG – in this case, adapting and building within a pre-existing RPG system to make unique mechanics for the theme – winning an ENNIE award, and more.
So take a breather from our clucked up world for a second and listen to some fantastic food for thought!
Ryan and Charles go through the contents and development of the latest Essence20 sourcebook for the G.I. JOE Roleplaying Game: Hawk’s Personnel Files. Anyone who preordered the physical copy from Renegade Game Studios can currently download the PDF.
Game Design Unboxed 119: Cretaceous Rails
Jul 15, 2025
In episode 119 of Game Design Unboxed: Inspiration to Publication we talk with Ann Journey about what inspired her to create a game about going back in time to see the dinosaurs, rather than bringing them here to the modern day and age. (Because that never goes well!)
They talk about revisiting and combining concepts and mechanics from previous game designs to make something new, the value of friendly local game stores and in-person playtesting groups, bringing a developer on board (more brains are better than one), gamer love for upgraded components, and the importance of great graphic design when it comes to multi-use components.
They also take a look at how Crustaceous Rails ended up being a completely local production, the trials and tribulations of producing colored miniatures, and the team’s use of marketing to tackle hidden challenges that surfaced after launch – in this case creating a colorful game about dinosaurs that people started to assume was for kids at a first glance.
Carlos (you know, the game dev?) Cabrera, the project manager of Renegade Game Studios’ Welcome To Night Vale RPG joins Ryan to talk about the development of the project, why Essence20 was the right system to bring the cult and occult radio drama to the tabletop, and how the new cross-compatible options can influence other Essence20 settings.
Featuring Letter From Snake Eyes part 4, generously provided by Wordburglar. Check it and other amazing 80s-inspired out at Wordburglar.com.
Although the host works for Renegade Game Studios, this podcast and the network that hosts it are not affiliated with Renegade Game Studios.
Digital Divination 139 – Top Properties for Starfinder 2e Conversions
Jul 10, 2025
John and Ron talk about the top Science Fiction/Fantasy properties that they would like to see converted to the Starfinder 2e system. Surprise, there is no overlap between their lists!
Game Design Unboxed 118: Cuphead: Fast Rolling Dice Game
Jul 01, 2025
In episode 118 of Game Design Unboxed: Inspiration to Publication we talk with Pat Marino, game developer and Director of Hobby Games for The Op about capturing the excitement of the Cuphead video game in a unique tabletop experience that resonated with existing fans and the board game community.
They explore what it takes to work with licensed IPs including navigating the approval process, scouting at licensing expos, and creating contract terms and timelines. Pat also breaks down the importance of designing for different player types (completionists, story-driven players, challenge-seekers, etc.), and how offering multiple gameplay options can make a game more accessible and enjoyable for everyone at the table.
Game Design Unboxed 117: Please Don’t Burn My Village
Jun 17, 2025
In episode 117 of Game Design Unboxed: Inspiration to Publication we talk with game designer Simon Weinberg about his journey from reviewing terrible games to realizing just how tough it is to make good ones. He shares lessons from navigating the publishing world like understanding a company’s catalog before pitching, being patient during the long evaluation process, and the importance of building friendly, professional relationships with publishers.
They also discuss waking up from dreams of complete game ideas, defining your goal as a designer, how card and dice games are easiest to iterate (and recruit playtesters for), writing wacky designer diaries, bribing dragons, and that yes – game design is in fact, a real job!
Featuring Letter From Snake Eyes part 4, generously provided by Wordburglar. Check it and other amazing 80s-inspired out at Wordburglar.com.
Although the host works for Renegade Game Studios, this podcast and the network that hosts it are not affiliated with Renegade Game Studios.
Digital Divination 137 – Top 3 Starfinder Adventures to Play Now!
Jun 12, 2025
With just 8 weeks left until the release of Starfinder 2, RPG freelance author John Godek, Paizo Senior Game Designer Jason Keeley, and Dungeon & Dragons Designer Ron Lundeen discuss what Starfinder 1 adventures to play now!
In episode 116 of Game Design Unboxed: Inspiration to Publication we talk with game designer Leonie Grundler about what inspired her nature-themed tableau builder, Biome.
They discuss how inspiration can come from the worst places – like being laid off from a tech startup and catching COVID – how binge-playing Wingspan sparked the idea for the game, and tough design questions like: Should games aim for perfect balance, or can a few spicy, overpowered cards keep things interesting? They also explore the practical side of choosing to self-publish, finding playtesters in your own backyard, launching Lioness Games, sourcing manufacturers, and being your game’s greatest advocate.
Upshift 042: More Than Combat – The My Little Pony RPG Conflicts Chapter
May 30, 2025
Ryan already convinced Charles that the My Little Pony Roleplaying Game Core Rulebook is a great buy for any Essence20 players. Now he explains why MLP CRB Chapter 10: Conflicts is required reading for every Essence20 Game Master.
In episode 115 of Game Design Unboxed: Inspiration to Publication we talk with game designer and co-founder of Lost Boy Entertainment, Cameron Ring, covering everything from the value of short form video and social media marketing in the tabletop industry, to the importance of making games you find fun.
Danielle and Cameron talk about Lost Boy Entertainment’s roots as a family business, leaning into the inspiration of classic game mechanics to develop something new, having fun with wacky game themes (Piles! makes laundry fun!), teaching playtesters gaming vocabulary, and bribing your friends and family with food and drinks to test your games.
The Essence20 roleplaying system turned 3 years old this year (technically). Ryan tells Charles about the wild early days of how the system came to be.
Ron Lundeen is an employee of Wizards of the Coast and his opinions are his own.
Know Direction Beyond 96: Tech Class Playtest Review
May 13, 2025
The Starfinder 2e drought is over, Alex and James have new content to cover! They share their thoughts on the mechanic and technomancer classes from the Tech Class Playtest.
Game Design Unboxed 114: The Case of the Curiously Correct Blueprints
May 06, 2025
In episode 114 of Game Design Unboxed: Inspiration to Publication we talk with Ace Ellett, half of Bluefish Games – the company he and his wife Anna founded as a result of their love for escape rooms and puzzles.
Danielle and Ace talk about what went into the fictional world of Hincksville and the character Bluefish created as a mechanism to drive their puzzle/mystery series. They discuss how to playtest escape room games, the art of hiding clues in plain sight, the importance of including a balance of different puzzles to keep everyone playing entertained, how to choose materials wisely (and cost effectively), and what makes the perfect “at-home puzzle experience”.
The Case of the Curiously Correct Blueprints is an audiobook mystery, so they also talk about the different challenges to consider that were different when compared to designing a “standard” escape puzzle – although, there are no rules when it comes to escape rooms!
Upshift 040 – G.I. JOE from 2000 to Today
May 02, 2025
Ryan is joined by new Upshift cohost Charles Cushman in an episode intended to establish his credentials, but quickly turns into two hours of fond memories of and accomplishments within G.I.JOE from the last 25 years.
In episode 113 of Game Design Unboxed: Inspiration to Publication we talk with Nicole Amato about transitioning into tabletop design after starting out as a video game journalist, small local game jams leading to big opportunities and how people choosing to use your innovative game mechanic in their prototype is flattering!
They also chat about the “politics” of popular (and extinct) video game conventions and the industry crossover there as well as their hack of using magic recording pens to help take notes. Listen to the rise of the “2-player renaissance” and the age-old publish vs. crowdfund conundrum on this episode!
Game Design Unboxed 112: Sentai & Sensibility
Apr 08, 2025
In episode 112 of Game Design Unboxed: Inspiration to Publication we talk with Bug Boll about their first published solo design in the RPG space, Sentai & Sensibility! A new, niche-themed adventure from 9th Level Games where the unique – but surprisingly similar – worlds of Super Sentai and Jane Austen collide! They talk about the process of writing an RPG, adapting an existing rule system for a new theme, the importance of choosing to be whatever color Power Ranger you want, consulting experts on topics you are not familiar with, and injecting your own interests into game design – RPGs are not always about dragons in space folks!
And of course, Bug provides expert advice to new designers looking to create their own RPGs and stories.
In episode 111 of Game Design Unboxed: Inspiration to Publication we talk with TAM about his game, Floristry, which is the first release by UP Games – a new publishing company in the tabletop space that he is a co-founder of!
Danielle and TAM talk about how game design has always been a passion (growing up without easy access to games led to inventing games to share with family and friends), the rise of 2-player date/cafe games, important things to consider when incorporating an app into your game, and distributing games in other languages.
Ron Lundeen is an employee of Wizards of the Coast and his opinions are his own.
Know Direction Beyond 94: Anticipating SF2’s First Releases
Mar 18, 2025
Based on what’s been said in Paizo Live streams with the Starfinder 2e staff, Alex and James discuss what we know and what they’d like to see out of the new edition’s first releases.
Game Design Unboxed 110: Season 5 Recap
Mar 11, 2025
In episode 110 of Game Design Unboxed: Inspiration to Publication, your friendly neighborhood editor, Amanda Rivera, takes over as host once again as we recap the fifth season and catch up with Danielle! They talk about this season’s guests, their games, and reflect on some of the amazing advice they shared for new and aspiring game designers.
Danielle talks about her upcoming games, the many prototypes she is working on, several exciting nominations, awards, and special guest appearances – oh my!
Other interesting highlights from the season five recap:
Games as inclusive, accessible, approachable, and engaging experiences!
Where IS the best place to display an oversized convention special guest sign with your name on it?
Tabletop Gaymers 10 Year Anniversary!
Danielle’s new blog “Missing Pieces” for the Tabletop Game Designers Association.
And, a Greek mythology lesson from Danielle!
Featuring:
Danielle Reynolds – Guest
Amanda Rivera – Guest Host
Digital Divination 130 – Paizo Actual Play Podcasts
Mar 06, 2025
John, Ron, and Jason talk about the recently announced Lost Odyssey: Godfall actual play along with what a top talent Starfinder 2E actual play might look like.
Game Design Unboxed 109: Survivor: The Tribe Has Spoken
Feb 25, 2025
In episode 109 of Game Design Unboxed: Inspiration to Publication we talk with Ian Clayman about collaborating with the game design team at Exploding Kittens – and an awesome surprise guest – to create a new game based on the longest running reality TV show, Survivor.
Ian dives into his unique approach for working on this well-known IP, the Exploding Kittens game development process, and how he got his foot in the game industry door by networking and snagging an internship at Exploding Kittens.
Survey says, both show super fans and Exploding Kittens enthusiasts agree that Survivor: The Tribe Has Spoken feels like the real deal – minus the lack of navigating island obstacle courses, weathering storms, and battling bugs!
In episode 108 of Game Design Unboxed: Inspiration to Publication, we chat with Connie Vogelmann about her design Apiary. What started as her journey as a playtester for Stonemaier Games, quickly dominoed into an invitation to a designer day where she showcased Apiary and ultimately led to it being signed. Connie shares the lessons she learned along the way, including the tools she used for prototyping and how tweaking the theme to “bees in space” helped refine the game’s mechanics.
Connie and Danielle discuss other topics including the advantages of working with large publishers with access to blind playtest audiences, the importance of filtering playtester feedback, the impact of online feedback (including the good, the bad, and the memes), and the lessons she’s learned about rapid prototyping, efficiency, and keeping your sanity through the many iterations of game design.
And if you were wondering, yes, she actually did do beekeeping for a bit!
Game Design Unboxed 107: Monkey Palace
Jan 28, 2025
In episode 107 of Game Design Unboxed: Inspiration to Publication we talk with David Gordon about his co-design Monkey Palace, the new LEGO game! Learn about how he and TAM took a design brief given to them and designed an engine building game about building temples to upgrade your engine to earn banana points. Also, hear about the constraints that come with designing under NDAs on this and other games.
In episode 106 of Game Design Unboxed: Inspiration to Publication we talk with Jason Slingerland about his co-design Tír na nÓg. When Jason started designing in 2012 there weren’t many resources for designers so he started the Building the Game podcast with a friend. He used the podcast to help himself and other designers learn more about games, the industry and design. Through the years Jason gained experience and had his 9th game Tír na nÓg released with Grand Gamers Guild. The game used a straddle draft mechanic mixed with different scoring mechanics to form a great entry-level game. It was used by the publisher to test Gamefound’s crowdfunding platform and had a decent first print run but it sold out quickly thanks to reviewers which caused them to quickly put a second print run onto Kickstarter with extra content!
Game Design Unboxed 105: Omicron Protocol
Dec 31, 2024
In episode 105 of Game Design Unboxed: Inspiration to Publication we talk with Bernie Lin and Brendan Kendrick about their first design Omicron Protocol, a skirmish miniatures game designed to help bring more people to the love of miniatures. They were inspired by a convention panel to self-publish knowing they wanted to create an “intra-apocalyptic”, cyberpunk-themed world for 1-4 players. Through designing they added a co-operative mode for the game that helped them teach the game to players new to miniatures games at conventions. Some of their favorite moments were hearing how nice it was to see Asian miniatures and females with different body types. They wanted all different kinds of players to be able to see themselves in the game.
Transformers historian and super fan Jim Sorenson tells Ryan about joining the Essence20 writing team on Enigma of Combination and Technorganic Secrets.
Game Design Unboxed 104: Shake that City
Dec 17, 2024
In episode 104 of Game Design Unboxed: Inspiration to Publication we talk with Mads Fløe about their co-design Shake that City. The draw of the game was a device that randomized how to drop out 9 different cubes in a 3×3 grid. These cubes worked to help you decide what tiles you could draft and place into your city. Figuring out how to make the machine out of cardboard and rubber bands made manufacturing so much easier to get the game signed and made. We talk about how he worked in co-designing the game and how you can promote yourself as a freelance designer.
Game Design Unboxed 103: Trekking the World 2e
Dec 03, 2024
In episode 103 of Game Design Unboxed: Inspiration to Publication we talk with Nick Bentley on how he redesigned Underdog Game’s Trekking the World and why they decided to call it a second edition versus a new name. Learn what changes were made to make the game both more streamlined and more gamery. How they chose to keep some graphic design choices while changing others. See what your thoughts are on if they decided correctly on the naming choice!
Game Design Unboxed 102: Cascade System
Nov 19, 2024
In episode 102 of Game Design Unboxed: Inspiration to Publication we talk with Mike Danovich about his RPG system created to partner with different events and businesses in the Chicago area including Revolution Brewery. In that partnership he got to design character sheets for the different hops that are featured on their Hero IPA variety packs as well as an RPG that was given out at the ComicCon known as C2E2. Learn how Mike dealt with these quick timelines and designing with these partners in mind!
Featuring Letter From Snake Eyes part 4, generously provided by Wordburglar. Check it and other amazing 80s-inspired out at Wordburglar.com.
Although the host works on Essence20 as a freelancer for Renegade Game Studios, this podcast and the network that hosts it are not affiliated with Renegade Game Studios.
Intrepid Heroes 145 – A New Beginning
Nov 11, 2024
Our heroes find themselves in a plummeting elevator as we begin the Starfinder 2 Playtest Adventure, A Cosmic Birthday.
In episode 101 of Game Design Unboxed: Inspiration to Publication we talk with Kirsten Lunde about Ovation, a game-school inspired design that originated from her wanting to teach her son about classical music but wasn’t able to find a game themed that way at the time. Since then, she worked to be as inclusive in the creation of the game as she could be as both the designer and publisher. From making sure to include ethnic and gender diversity in the composers you were playing as to hiring the team of artists and graphic designers that worked on the project. She even has a story of playtesting with a color blind playtester in the hope of helping make the game as inclusive as it could be! Listen to all the people that helped her along the way. A rising tide lifts all boats!
In episode 100 of Game Design Unboxed: Inspiration to Publication we celebrate the 100th episode with Phil Walker-Harding talking about 10 years of Sushi Go! From his initial self-imposed design challenge of making a simple set collection game to the concept of “panning for gold” when trying to create a simplistic game. We discuss what we as designers can do to make games more accessible. Also, learning and accepting what kind of designer you are is a great thing. To be a “good designer” doesn’t mean being able to design a 90 minute Euro game. You can create a silly small game and be equally as talented.
In episode 99 of Game Design Unboxed: Inspiration to Publication we talk with Dan Cassar about his design Arboretum. Dan talks about how you’re building paths of trees while balancing the colors remaining in your hand in order to score. Using the layout of the final path of cards gave the feeling of an arboretum. We talk about themes and how they can add to a design. Plus, the comparisons between his first and second editions of the game
Featuring Letter From Snake Eyes part 4, generously provided by Wordburglar. Check it and other amazing 80s-inspired out at Wordburglar.com.
Although the host works for Renegade Game Studios, this podcast and the network that hosts it are not affiliated with Renegade Game Studios.
Game Design Unboxed 98: Fog of Love
Sep 24, 2024
In episode 98 of Game Design Unboxed: Inspiration to Publication we talk with Jacob Jaskov about his design Fog of Love. In the game you play as a fictional couple meeting, falling in love and trying to make the relationship work with each player having their own objectives they want to satisfy while playing the game. Jacob designed the game for his partner at the time hoping to get them into games and to create a unique experience for the players. The gameplay in many ways mirrors the ups and downs of his personal life at the time of designing and producing the game.
Game Design Unboxed 97: Game Night in a Can
Sep 10, 2024
In episode 97 of Game Design Unboxed: Inspiration to Publication we talk with Jason Lautenschleger and Barry McLaughlin about their design Game Night in a Can. Jason and Barry discuss what it means to be an “inventortainer”. How their in-person game shows turned into their Game Night in a Can product that has now had multiple versions both self published and licensed by Goliath. We also get to hear how well they do at their game Frumpy Bumpers! Experience their game by listening to this episode!
Game Design Unboxed 96: A Midsummer Night’s Fayre
Aug 27, 2024
In episode 96 of Game Design Unboxed: Inspiration to Publication we talk with Ellie Dix about her design, A Midsummer Night’s Fayre, published by Gamewright. The mechanics were inspired by fairground games. As a kid into adulthood she would gameafy trips and average activities. In her game you play ten mini games. You roll and choose dice while using fairy mischief cards to manipulate the dice to win the game. Her biggest challenge was accepting the loss of the Helter skelter dice tower. They adapted it through development into what you now see on the inside of the box lid.
Upshift 036: Gen Con 2024 with Ben Heisler
Aug 16, 2024
Associate Producer of RPGs at Renegade Game Studios and MC of Worlds Collide: The Pony Puzzle, Ben Heisler, joins Ryan to share the highlights of Gen Con 2024 for Essence20.
Those highlights include the biggest Welcome To Night Vale RPG news since it was announced. And yes, it is run on Essence20! For more information, check out these Glass Cannon Network videos:
Featuring Letter From Snake Eyes part 4, generously provided by Wordburglar. Check it and other amazing 80s-inspired out at Wordburglar.com.
Although the host works for Renegade Game Studios, this podcast and the network that hosts it are not affiliated with Renegade Game Studios.
Game Design Unboxed 95 – Exploding Kittens: Good vs Evil
Aug 13, 2024
In episode 95 of Game Design Unboxed: Inspiration to Publication we talk with Carol Mertz about multi-disciplinary designing. She starts with the concept before deciding on the form (tabletop, video game, robotic couch, etc.). The focus is on the experience then she builds the medium around it. In the case of Exploding Kittens: Good Vs. Evil she took the tension from the famous wine/poison scene in Princess Bride and injected it into the Exploding Kittens card game as well as taking pieces from the television show to make the gameplay more thematic. Learn the differences between a designer and a developer and how working at Exploding Kittens was a great game development exercise in this episode!
Note: I might reupload this later. A chunk of audio is missing (it jumps from halfway through the Why to the start of the How). I need to investigate whether there was a glitch in the uploading that cut out a chunk or if I accidentally deleted that audio from the file.
In episode 94 of Game Design Unboxed: Inspiration to Publication we talk with Phil Gross about his design ContraBanter, a Word-Smuggling game where you’ll work as a team to sneak secret words into a conversation! Phil talks about his design breakthroughs in the game like making the players work on teams versus fully competitive. And how there seems to be something in the Syracuse water as he’s worked to design around some impressive designers such as Alan Moon.
Stuck in traffic due to the rain, Ryan decides to record a podcast about Duke, and how Skybound has him turning around on his long held opinion that there’s always a better choice than Duke.
But for real, you can hear the rain, his turn signal, and his GPS throughout the episode. If you find that distracting, you won’t miss much missing this one.
Featuring Letter From Snake Eyes part 4, generously provided by Wordburglar. Check it and other amazing 80s-inspired out at Wordburglar.com.
Although the hosts both work for Renegade Game Studios in some capacity, this podcast and the network that hosts it are not affiliated with Renegade Game Studios.
Game Design Unboxed 93 – Emotional Intelligence
Jul 16, 2024
In episode 93 of Game Design Unboxed: Inspiration to Publication we talk with Julie Chen about her personality type social deduction game inspired by the Myers Briggs test and CLUE. We focus on how learning more about ourselves helped us both in life and in our designing process. She aimed to find a way to help players learn more about the assumptions we make in different situations like “would an introvert or extrovert be more likely to go to a coffee shop?” by building a social deduction game around these choices we’d make depending on the personality types we were given. Learn more about the different types of personalities by playing Emotional Intelligence!
Ron Lundeen is an employee of Wizards of the Coast and his opinions are his own.
Know Direction Beyond 86: Free RPG Day Starfinder Sneak Peak
Jul 09, 2024
Second Contact, the Free RPG Day 2024 Starfinder offering, is the first published material for the Starfinder 2e playtest. Alex and James dive into it to see what it tells them to expect in the future.
Game Design Unboxed 92: Mondrian: Color in Motion
Jul 04, 2024
In episode 92 of Game Design Unboxed: Inspiration to Publication we talk with Joseph Brower, one of the designers of Mondrian: Color in Motion. This Ion Award finalist design brought manufacturing challenges when they had to figure out what materials made the cards stop sliding during gameplay. Learn how they created an abstract game inspired by the Dutch painter Piet Mondrian’s art.
Digital Divination 112 – Free RPG Day!
Jun 27, 2024
John, Jason, and Ron talk about Paizo’s offerings for Free RPG day, including The Great Toy Heist written by Jason Keeley for Pathfinder 2e, and Second Contact for Starfinder 2nd Edition!
In episode 91 of Game Design Unboxed: Inspiration to Publication we talk with Alex Flagg about Crafty Games’ latest release Buru. Learn how a publisher was able to inject more of the theme into a midweight euro-style game using a TTRPG background and cultural consultants.
In episode 90 of Game Design Unboxed: Inspiration to Publication Danielle talks with Joel Sparks about his cat based RPG titled Catthulhu. Joel moved away from a D20 system to try and create a more accessible game for players who haven’t played many RPGs by leaning into the story telling more than the math. Players take on the roles of cats in this one shot RPG. Listen to him discuss designing/publishing a book for the first printing of the game then the struggles he went through when he added extra things like dice into the manufacturing of the game in future printings.
Digital Divination 110 – Starfinder 2 News at PaizoCon
May 30, 2024
John, Jason, and Ron talk about some of the new Starfinder 2 information revealed at PaizoCon as well as Jason’s playtest of the new Battlecry! classes.
Featuring Letter From Snake Eyes part 4, generously provided by Wordburglar. Check it and other amazing 80s-inspired out at Wordburglar.com.
Although the hosts both work for Renegade Game Studios in some capacity, this podcast and the network that hosts it are not affiliated with Renegade Game Studios.
Game Design Unboxed 89: Conquest Princess: Fashion is Power
May 22, 2024
In episode 89 of Game Design Unboxed: Inspiration to Publication we talk with Seppy Yoon about his design Conquest Princess: Fashion is Power. This crisis management game was inspired by Sailor Moon and Star Trek. Seppy took his love for strong women like Wonder Woman and created a game that included characters that were trans, non-binary and female. As a queer/minority/vet owned company he found it very important to feature these playable characters but had to deal with hate groups during his Kickstarter campaign. Learn how he brought this game to life after 9 years of working on it and how he dealt with online trolls in this first episode of the fifth season!
Game Design Unboxed 88: Season 4 Finale
May 07, 2024
In episode 88 of Game Design Unboxed: Inspiration to Publication Amanda Rivera takes over as the host as she helps recap the fourth season with Danielle. They talk about past guests and their games. Speaking about matching mechanics with IPs and how brands can be split between many different publishers. Danielle talks about her upcoming games Caution Signs and Secret Clue: Cuisines as well as her new job title of Project Director of Wacky Wizard Games and how she’s grown as a designer by starting to do inventor relations. Learning to kill off her designs faster by looking at them from that perspective has helped her grow over the past few months. Not to mention she was nominated for the Play Creators Rising Star Award this year!
In episode 87 of Game Design Unboxed: Inspiration to Publication we talk with Sen-Foong Lim on his comicbook IP game Mind MGMT. A game that grows with the players in strategy as well as difficulty. One player controls Mind MGMT and must scour the city for new recruits. They move around on a secret map, trying to visit locations that match one of their three randomly drawn feature cards. They can also use their four Immortals to protect locations from being exposed. Listen to Sen compare working with a creator’s IP versus a company like Viacom or Warner Brothers. He unboxes how they worked with the comic creator to expand the Mind MGMT world versus slapping the IP on a pre-existing design.
Featuring Letter From Snake Eyes part 4, generously provided by Wordburglar. Check it and other amazing 80s-inspired out at Wordburglar.com.
Although the hosts both work for Renegade Game Studios in some capacity, this podcast and the network that hosts it are not affiliated with Renegade Game Studios.
Digital Divination 107 – Player Driven Narratives
Apr 18, 2024
John, Jason, and Ron talk about using player driven narratives in Pathfinder, Starfinder, D&D, and Scum and Villainy.
Digital Divination 106 – Session Zero
Apr 04, 2024
John, Jason, and Ron talk about session zero of their upcoming Scum and Villainy campaign as well as the session zero panel Ron participated in at Norwescon.
Ron Lundeen is an employee of Wizards of the Coast and his opinions are his own.
Know Direction 301: Dr. Emily Friedman on Actual Play
Apr 03, 2024
Esther and Navaar chat with Dr. Emily Friedman, an Associate Professor of English at Auburn University, writer for Polygon, and senior scholars in the field of creating things outside of mass commercial capitalism. That includes Actual Play podcasts.
In episode 86 of Game Design Unboxed: Inspiration to Publication we talk with David Abelson about his Mensa award winning game Gartenbau published by 25th Century Games. Initially the game started as a color theory tile placement game but grew into a three-layer tile stacking game of beautifully arranged flowers that gain prestige using a rondel drafting mechanism. Learn how this design grew in development!
In the climactic conclusion of the Devastation Ark adventure path, our heroes defeat the evil Siv AI core and now look forward to their lives after adventuring.
Featuring Letter From Snake Eyes part 4, generously provided by Wordburglar. Check it and other amazing 80s-inspired out at Wordburglar.com.
Although the hosts both work for Renegade Game Studios in some capacity, this podcast and the network that hosts it are not affiliated with Renegade Game Studios.
Digital Divination 105 – Anti-Heroes and Villains
Mar 21, 2024
John, Jason, and Ron, talk about anti-heroes, evil campaigns, and power washing!
Ron Lundeen is an employee of Wizards of the Coast and his opinions are his own.
Game Design Unboxed 85: Mission to Planet Hexx
Mar 19, 2024
In episode 85 of Game Design Unboxed: Inspiration to Publication we talk with Jim Fitzpatrick about his game Mission to Planet Hexx. Inspired by a love of SyFy he designed a hex tile game about exploring space with different abilities triggered by moving your ship around the tiles. He learned through playtesting how to create thematic ties between the flavor text and mechanics of the tiles as well as how to refine his design.
In-depth looks at the history of the Arashikage, Dreadnoks, and Oktober Guard, how these independent factions impact G.I. JOE and COBRA, and how to run campaigns partially or entirely dedicated to the Arashikage and Dreadnoks!
Contact and Threat stat blocks for key members of each faction, including multiple versions of the long-awaited Storm Shadow!
Contact and Threat stat blocks for international characters, like G.I. JOE’s Canadian member, Back-Stop, Australian member Skymate, and Cuban member Snow Storm!
New Factions, Origins, Influences, and Focus options!
40 new General Perks, 17 new gear and upgrades, 11 new vehicles, and more!
Featuring Letter From Snake Eyes part 4, generously provided by Wordburglar. Check it and other amazing 80s-inspired out at Wordburglar.com.
Although the hosts both work for Renegade Game Studios in some capacity, this podcast and the network that hosts it are not affiliated with Renegade Game Studios.
Know Direction Beyond 82: Reach for the Scoured Stars
Mar 14, 2024
Alex and James share their thoughts on the Scoured Stars Starfinder adventure path.
In episode 84 of Game Design Unboxed: Inspiration to Publication we talk with Glenn Cotter about his design Mischief, formerly Fickle. Learn how he got the game signed and printed first with Bard Games. Then what happened when he received the rights back and got the game re-signed with Smirk & Dagger as Mischief. Listen as he talks through the design changes made in between printings. How the initial bones of the game stayed the same while player count, fairy cards, illustrations and other pieces were tweaked through development.
Ron Lundeen is an employee of Wizards of the Coast and his opinions are his own.
Game Design Unboxed 83: Home
Feb 20, 2024
In episode 83 of Game Design Unboxed: Inspiration to Publication we talk with Doug Levandowski and Yeonsoo Julian Kim about their co-design Home. Home is an RPG that focuses more on storytelling than dice rolling thanks to Tarot cards that help every player take turns as the “Director” of their scary story. With different modules in the RPG no game will be the same. The game started as Doug’s attempt to make a game about his childhood home but with Julie’s help the game grew into what it is today.
Ron Lundeen is an employee of Wizards of the Coast and his opinions are his own.
Game Design Unboxed 82: Mansplaining
Feb 06, 2024
In episode 82 of Game Design Unboxed: Inspiration to Publication we talk with Fertessa Allyse and Mondo Davis about their party game Mansplaining. Learn not only what the term “mansplaining” means but also, learn how they designed a game made not to offend but allow players to feel what it is to have someone over-explain a subject in a humorous way. Learn how they dealt with assumptions made due to the title of the game and how they marketed to help with that problem.
Jason, John and Ron talk about building a digital tabletop, tools you can use to build NPCs and monsters, as well as how you might incorporate Paizo adventures into your home campaign.
Ron Lundeen is an employee of Wizards of the Coast and his opinions are his own.
Game Design Unboxed 81: Pirate Tails
Jan 23, 2024
In episode 81 of Game Design Unboxed: Inspiration to Publication we talk with Whitney Loraine the designer of Skybound’s Pirate Tails game. Her inspiration came from the push-you-luck set collection mechanics of Biblios. She took what she liked most from that game and created her own game. Listen to her start as a new designer. How going to a convention allowed her to network and meet publishers nice enough to introduce her to Skybound where she now has two signed games!
Ron Lundeen is an employee of Wizards of the Coast, and his opinions are his own.
Game Design Unboxed 80: Misconceptions
Jan 09, 2024
In episode 80 of Game Design Unboxed: Inspiration to Publication we talk with George Li about his game Misconceptions. His publishing company Rabble was approached by Bud Light Seltzer to create Misconceptions, a game based on debunking other common, but wrong, beliefs. Learn how they worked with Bud Light’s marketing team to design and publish a game in record time using a non-gaming manufacturer in the United States in order to meet the deadlines set by Bud Light.
The GM is Ron Lundeen, an employee of Wizards of the Coast, whose opinions are his own.
Upshift 029: Toy Talk 2024
Jan 05, 2024
With Jason away, Ryan shares the multitude of G.I. JOE packages he received over the holidays. Also, he talks a lot about Classified Dreadnoks, for some reason.
Featuring Letter From Snake Eyes part 4, generously provided by Wordburglar. Check it and other amazing 80s-inspired out at Wordburglar.com.
Although the hosts both work for Renegade Game Studios in some capacity, this podcast and the network that hosts it are not affiliated with Renegade Game Studios.
Presenting – Michael Bramnik
Jan 03, 2024
John chatted with game designer and Evil Genius Games Organized Play Manager Michael Bramnik
Ron Lundeen, an employee of Wizards of the Coast, whose opinions are his own.
Game Design Unboxed 79: Mantis
Dec 27, 2023
In episode 79 of Game Design Unboxed: Inspiration to Publication we talk with Jeremy Posner and Ken Gruhl about their co-design Mantis published by Exploding Kittens. They talk about how they found each other as co-designers and the many games that have spawned from the partnership. How a failed design of Ken’s inspired Jeremy to adapt the idea into what became Mantis. Listen to how this design team took an old idea and gave it life in a new form! Plus, how they adapted the game into a kid’s version called Best Worst Ice Cream for Exploding Kittens’ new line of Kitten Games.