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Think Like A Game Designer

Think Like A Game Designer

By: Justin Gary
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In Think Like a Game Designer, award-winning designer and Stone Blade Entertainment CEO Justin Gary speaks with world-class game designers and creative experts from various industries. Each episode deconstructs the creative process, offering insights into the art of game design and the broader cultural, technological, and business influences shaping a myriad of creative mediums. Join us for actionable advice and unique perspectives that will enrich your understanding of what it means to be creative in and out of the gaming world.

justingarydesign.substack.comJustin Gary
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Episodes
  • Justin Gary — 5 Lessons From 15 Years (#90)
    Aug 21 2025
    At Gen Con this year, we kicked off Ascension’s 15-year anniversary celebration. I had the chance to meet so many fans who have been part of this community for over a decade; the experience was both humbling and rewarding.We just launched the Gamefound Campaign for the Ascension 15th Anniversary Collector’s Edition and I’ve been reflecting on the incredible journey that brought us here. What began as a casual prototype I created to play with friends between rounds of Magic tournaments has grown into a game that connects millions of players around the world.Here are the five most important lessons I've learned, each has transformed Ascension from a prototype to a global phenomenon.Lesson 1: Prototype and Iterate FastWhen I first started working on Ascension, I never expected it to become the success it is today. It was 2009, and I had just quit my job to start my own game company. The funny thing about starting a company is that until you’re making money and collaborating with others, the difference between “CEO/Game Designer” and “guy sitting on his couch” is mostly a matter of attitude.At the time, I had spent over a hundred hours playing the deckbuilding game Dominion. This game pioneered the genre, offering the fun of deckbuilding without the hassle of collecting cards. As a Magic: The Gathering Pro, I loved that it delivered the joy of constructing a deck without buying packs or managing a collection. Eventually, however, the game became predictable. Because each setup of available cards was fixed from the start, I rarely needed to change my strategy. I also found that the game took too long to set up, impacting the ratio of fun to busy work in a way I thought could be improved.The secret to creating Ascension was simple: remove the things from Dominion that get in the way of fun.My first prototype was literally just a shuffled pile of Dominion cards, which instantly cut 20 minutes off setup time. Mind you, this prototype wasn’t good, but it gave me a quick sense of how the gameplay might feel, and I could see a spark of something great there. My next prototype was nothing more than sharpie scribbles on blank cards. Since my prototypes were quick and ugly, I had no problem throwing them out and making rapid changes. That freedom allowed Ascension to go from idea to store shelves in under 18 months.The lesson: Your first prototype should be so ugly you're embarrassed to show it to anyone. That embarrassment is freedom—freedom to fail fast, change everything, and find the fun without falling in love with your first ideas.Lesson 2: When in Doubt, Cut it outMost new designers try to solve problems by adding things to their games. The correct answer is almost always to cut instead.Ascension started by cutting Dominion’s purchase and play restrictions. This streamlined the game and gave players more choices each turn, but also required me to add a second resource [power] to keep tension high. This change was just the start, the biggest cut came much later in development.Ascension’s signature innovation was the ever changing center row, which dramatically increased the variety in each game. At the same time, this mechanic also created the risk of a stalled board state, meaning that if players weren’t able to buy anything from the center, nothing would change and the game would drag on. My original solution was a “conveyor belt” mechanic, where, at the end of each turn, the rightmost card was banished and everything slid down. This guaranteed movement and created tension as cards neared the edge.The problem was that players kept forgetting to slide the cards down. Every. Single. Game.I tried everything: special cards that interacted with the conveyor belt, giant reminder text on the board, entire mechanics to make sliding feel essential. Nothing worked. Then one playtester asked the question that should have been obvious but I was blind to: "What if we just cut that rule?"We shuffled up, played without it, and never looked back. The game was cleaner, faster, and more fun. Did the board stall occasionally? Yes, but we could mitigate that by subtly adjusting card costs and adding banish effects players could buy when needed. In this case, the conveyor belt cure was far worse than the occasional stalled board disease.The lesson: Every mechanic costs mental energy. When facing a design challenge, always ask first: "What can I eliminate to solve this problem?" Remember, "dead now" doesn't mean "dead forever." Cut mechanics make great expansion content later.Lesson 3: Perfect Your Pitch Through RepetitionEvery game needs a killer hook, and the only way to find it is through repetition. Brutal, exhausting repetition.I learned this the hard way at my first Gen Con booth, where we sold the first copies of Ascension 15 years ago. Over the course of the show, you pitch the game a hundred times. You refine, adjust, and figure out what works. By the end, I could pitch and demo Ascension in...
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    22 mins
  • Tim Ferriss — Designing Coyote, Playing to Learn, Publishing Truths, and Saying "No" (#89)
    Aug 7 2025

    About Tim Ferriss

    Tim Ferriss is a category of one. His innovative approach to life and business has helped him to launch 5 New York Times Bestellers, build one of the most influential podcasts in the world with over one billion downloads, become an early stage investor in companies like Uber, Facebook, Shopify, Duolingo and more. His #1 New York Times Bestselling Book, The 4-Hour Work Week, was part of the inspiration for me to quit my job and start my own company (you can here more of that story in my appearance on Tim’s podcast here). And now he has taken all of those skills and brought them to game design with the release of Coyote. We dive deep on all of these topics and learn how Tim selects and approaches each new arena he seeks to conquer. Tim deliver’s on many insights that will apply to you regardless of your creative field.

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    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    2 hrs and 31 mins
  • Cole Wehrle — Cute Creatures, Brutal Games, Asymmetric Design, and Subverting Expectations (#88)
    Jul 24 2025

    About Cole

    Cole Wehrle is one of the most innovative minds in board game design today. Cole is a partner at Leder Games, but best-known as the creator of Root, the woodland war game that redefined asymmetric play. Cole’s work reaches far beyond cute meeples and clever mechanics, with a background in history and a career in academia, Cole approaches game design as a way to explore systems of power, narrative ambiguity, and the complexity of human behavior. In this episode, Cole and I dive deep into the tension between control and chaos, discussing how historical research fuels good design, and why the best games ask players to grapple with uncomfortable truths. Whether you’re designing your first prototype or searching for deeper meaning in your work, this conversation will challenge you to think differently about what games can do.



    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    1 hr and 16 mins
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