Game Design Unboxed: Inspiration to Publication cover art

Game Design Unboxed: Inspiration to Publication

Game Design Unboxed: Inspiration to Publication

By: Danielle Reynolds
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About this listen

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.Copyright 2021 All rights reserved.
Episodes
  • GDU 136 - 3 Tricky Pigs
    Mar 10 2026

    In episode 136 of Game Design Unboxed, we chat with freelance game designer (and Danielle’s co-designer on Tricky Kids), Steven Ungaro, who shares his “zero-to-three-games-in-a-year-hero” design journey. They discuss how discovering hobby games led him down the research rabbit hole many aspiring designers fall into, and how resources like the long-running Ludology podcast have evolved over the years. Because it is Steven’s specialty, the episode covers a lot about trick-taking games, including designing for “bad hands,” the genre’s popularity in the Midwest, and making it more accessible to non-trick-takers. They also talk about how playtest feedback can shift your perspective on terminology, mechanics, and rule clarity, common phobias in games, matching art aesthetics to theme, and how players can rely on familiar stories (like The Three Little Pigs) when learning new games. Featuring: Steven Ungaro - Guest Danielle Reynolds - Host

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    42 mins
  • GDU 135 - Stable Times
    Feb 24 2026

    In episode 135 of Game Design Unboxed, we chat with freelance game designer Kristen Mott, whose game design journey began with creating games for her kids to play at home to supplement homeschooling. We talk about how kids are great built-in playtesters, how her children’s interests were her thematic inspiration for designs, what kids learn through play, and the wild thematic evolution of Stable Times from a game about starfish, to tattooing sea monsters, to horses. Other topics include how co-designing expands your skills, the value of feedback, her experience self-publishing, and the realities of waiting on contracts, ghosting, and publisher limbo. The conversation also talks about adding personal Easter eggs to your game and the collection of real horses featured in Stable Times. Featuring: Kristen Mott - Guest Danielle Reynolds - Host

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    43 mins
  • GDU 134 - Wispwood
    Feb 10 2026
    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

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    48 mins
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