Mike Didymus - True

Mike Didymus - True

How All About Games Consulting created a one-stop shop for board game services [sponsored]

Launched in the depths of the Covid-19 pandemic, All About Games Consulting has swiftly grown from offering manufacturing and sales support to become a one-stop shop for board game business services. In this sponsored article, AAGC co-founder Cedric Delobelle explains how the company has quickly expanded to fill a gap in the industry, sets straight some assumptions about what a consultant actually does, and talks about why smart sales rather than pushy ones will always win out.

“It’s not uncommon for me to revise parts of the game as many as 15 to 20 times”: Descent, Arkham Horror design veteran Kevin Wilson dives into worker placement for his third Kinfire game

Kevin Wilson barely needs an introduction when it comes to the modern board games industry, having spent more than 20 years working across titles ranging from Descent: Journeys in the Dark and Arkham Horror to Cosmic Encounter and Civilization: The Board Game. Since being named director of game design at Incredible Dream upon the company's 2021 launch, he's been the design lead on a trio of games in the new Kinfire setting. The latest, Kinfire Council, sees Wilson bringing his own take on the worker placement genre - and is just about to complete a successful Kickstarter campaign. Wilson sat down with BoardGameWire to talk worldbuilding, prototyping, and best practice for designing as part of a team.

“If the artwork compels, it drives people to learn more”: graphic designer Ross Bruggink on how strong visuals helped his Vicious Gardens Kickstarter bloom

When professional graphic designer Ross Bruggink decided to mix his love of gardening with his eye for creative artwork and create his first board game, he was adamant that visual beauty should be at the heart of the game. That push to create a striking game that was also strategic and quick to learn has reaped big rewards, with Vicious Gardens currently closing in on $300,000 with half the campaign still to run. Bruggink explained to BoardGameWire how his design and playtesting process, and his decision to partner with services providers for publishing and marketing, helped the campaign to blossom.