#199 Tabletop Game Designer – Scott Almes
Cole Wehrle – @colewehrle, firstname.lastname@example.org
Dirk Knemeyer – @DKnemeyer
Scott Almes – @scott_almes, boardgamegeek.com
– 00:11 Welcome Scott Almes
– 00:17 Scott’s games and design perspective
– 01:02 Mechanical engineering meets game design
– 01:57 When it comes to product design, what allows Scott to juggle so many products at once?
– 04:19 Has Scott tried to publish any games on his own?
– 05:49 Scotts connection to Gamelyn Games
– 07:47 What got Scott started on Tiny Epic?
– 09:30 The union of design sensibilities and component innovation
– 12:24 How did Scott in game design?
– 13:22 How did Scott translate is young gaming experiences into design?
– 14:42 What are the different challenges when going from designing smaller games to more robust games?
– 16:00 When designing The Great Dinosaur Rush, did Scott go into the project with a publisher in mind?
– 16:45 How does theme vs mechanics apply for Scott?
– 17:20 How does Scott fit designing games into his other work and family life?
– 18:09 What are the different development demands based on the types of publishers?
– 20:50 Scott shares about his game, Lovelace and Babbage
– 23:53 Lovelace and Babbage; did the theme come first?
– 25:13 After the theme was decided on, how did it get decided to make it a small box game?
– 26:56 How long did it take to get to the fun part of the game?
– 27:38 What about the real-time element of the game?