The amount of information you share in your different social media channels, the amount of good you do in the gaming community in general... You could just keep publishing great games, but instead you go above and beyond to support and grow the boardgame community. Thank you so much for all you do!
Thanks so much for this, Jamey. My friend and I are first time designers and everything you have shared on this channel has been so helpful in navigating the publishing world. Our game recently won a competition and we have a meeting with a publisher this week, thanks in large part to your guidance through these videos! Looking forward to the day that we submit a game to SM!
Wow, this video is a gem - thanks so much for all the info. I was under impression I have to finish all the very last details of my game before I actually submit and pitch to a publisher. I guess it makes sense that not all game developers are artists, but in my mind I had to show up with something that looks like my ideal end product in order to really "sell" it. Thanks to you, I will stress less about creating a game art and instead focus on the rule sheet and going on conventions and meeting people.
This has been *EXTREMELY* useful for me as I'm gearing up from "these are my private prototypes" to "I'm trying to move into pitching." (That's not a meta pitch setup or anything). Thank you.
I am a first time developer. I never leave comments like this. I just had to because your video was most informative to me! It felt like a college seminar on game development and how to promote the game in a professional way! Although this video is a couple years old, it’s right on time because I will be attending Proto ATL 2024.
This is great! Thank you so much for taking the time to share this with us!!! I CANNOT believe people don't accept constructive criticism. I'd LOVE to hear feedback from publishers about my game!!! It's really sad you're discouraged to share insights with people when you so kindly feel that'll help :(
Jamey, this is such a great summary video. One thing that I'd add is for designers to **cultivate friendships with other designers** before trying to pitch. Other designers helped me greatly by giving suggestions aiding me to become a better designer, by presenting design situations of their own that challenged me to grow and gain experience giving helpful suggestions to them, by opening my eyes to industry trends and developments, and by sharing their experiences with publishers so that I could understand what kinds of publisher behavior are typical. Related thought: A good friend with design expertise can also say that a game isn't ready to submit, and a good friendship means being able to accept and reflect on that feedback without being defensive. Given the number of great games out there, it doesn't make sense to submit a game until playtesters love the game and are almost begging to play it again. A designer friend can help avoid approaching publishers until the game really is truly great. Anyway, sorry to be so wordy. Thanks for your video!
First time designer here. Thank you so much Jamey. Great information. I am at a stage of my game where I am trying to figure out how to "get it out there". Crowdfunding is so overwhelming and when I looked into publishing I was really discouraged and felt like publishers were this huge unapproachable machine that would never even look at a small designer. Thank you for giving me a hope. BTW big fan of Wingspan.
Thanks so so much for this video! I'm a first time designer, about 4 months into what you term the preparation step, and this video is very detailed and helpful!
Thanks for all the wonderful information! My favorite part of the video was at the end when you told some brief stories about the games your company has published from other designers. It was helpful to hear some real-life stories about how the process can unfold. I would love to hear more stories like these in the future!
Videos like this are why you and stonemeier games are my favorite, not to mention you make some of my favorite games of all time. Your honesty, kindness, and transparency are truly next to none and should be the gold standard for a company. I can't wait to work with you in the future!
Thank you for this Video Jamey... it was Perfect Timing, as I am in the middle of Designing a new game to submit to Stonemaier Games. For any new Game Designers, Speaking from my own personal experience, I have submitted a game to Stonemaier Games and it got All the Way to me sending a Prototype for Jamey an Alan to play. Even though it was not accepted, I was SO Stoked that it made it that far. I also remember getting some Great Feedback from Jamey that really helped me to improve the game. I have since submitted that game to other publishers and I have to say, Stonemaier Games had a very Smooth Submission Process.
Thanks for sharing your experience with us, and I'm glad it was a positive one. Not many games get as far as your did, and I'm honored to have played it. :)
Nice experience, thanks for sharing. I don't know what it is about Stonemaier Games, their games for sure but, also the way Jamey runs it, his transparency in everything he does, I don't know, but I'm always expectant to everything they do (games, content on the internet). It is a dream of mine to have a game published by Satomaier games. and I'm gonna work for it! Cheers!
I'm currently designing my first game, and it's daunting. Watching all these videos about publishing, and what it takes to get a game out there is so overwhelming. When I need inspiration and hope to keep pushing forward, I watch this channel. Thank you for making the games and content that you do; it truly keeps me afloat.
"When I need inspiration and hope to keep pushing forward, I watch this channel." This is a huge compliment--really, that means a lot to me. Thank you for sharing, and I wish you the best in your design journey!
Thank you so much Jamey! I am an aspiring game designer and while I have multiple challenges being a would-be first time game designer, I think my biggest challenge has been a lack of knowledge in the industry. The problem with ignorance is that you don't know what it is that you don't know! So having you give a good run through on the process is extremely helpful, especially as I am currently half way through step two where I have created my prototype and am now working on getting a bunch of play testing and feedback. Assuming that the playtesting and design tweaking goes well, it is the next steps that I am really anxious about having close to no idea what to expect. So thank you again for all of the great information and all that you do to help people like me!
This video was extremely helpful and has really energized me today! 🤩I hope one day I can be happy enough with one of my games to reach out to a publisher.
As a new designer THIS video tops my list of the most helpful in providing an understanding of the process and the possible relationship between game designer and publisher. I now know it's possible to find success and the path to follow. The advice you share is invaluable. THANK YOU for taking the time to post it. I don't think my current work is right for you, but your generosity of spirit makes me want to design a game that is! Thanks again!
Thank you for sharing your expertise with all of us! Every time I discover a new Stonemaier product I'm always impressed. These videos have only solidified them as my favorite producer.
Thanks for this Jamey. I have pitched a lot over the years, but still learned some new tips. The most significant being to send a short email after using an online form (if I have a known contact at the publisher). I am so used to pitching in person at conventions with a short email beforehand, that I struggle with the lack of personal contact when using an online form. But I hadn’t thought of sending a short email at the same time just saying “Hi, I’ve used your online submission process”. I did exactly that with a submission this evening, immediately after watching your video! :) Thanks! On a different note, I do often pitch multiple games in the same meeting. But that is generally because my games are very light and often I’m pitching to large publishers with massive catalogues. I think your advice of pitching one game per meeting rings true for a mid/heavy strategy game.
That's great! I think that's particularly important when you have some type of existing relationship with someone at the company (if not, I would not recommend sending such an email).
Hey Jamey, thanks so much for making videos like this! Game design became my COVID lockdown passion and I've been soaking up all your advice. I've never been to a convention and I keep my social media footprint pretty small, so "selling myself" to a designer sounds quite intimidating. But listening to you talk through some of the dos and don'ts of the submission process helps it seem more accessible to an outsider like me. Having a game I designed published by Stonemaier games would be a dream come true. So, I'll get busy play-testing and get back with you in a few months. Thanks again!
Always in awe of how willing you are to share your knowledge. We live in a world where most people just want to keep everything to themselves. You show that there is enough sunshine for everyone. Especially impressed by how easily you talk up other games and publishers. I hope your kindness and generosity comes back to you tenfold. I’m new to the board game hobby, and I’ve learned so much from your videos. Thank you!
Thank you so much, Jessica. This made my day, and I'm happy that you're enjoying the videos. There's a bunch of articles too when you're ready to delve deeper: stonemaiergames.com/kickstarter/how-to-design-a-tabletop-game/
@@jameystegmaier Again with the kindness. I’m not looking to design a game, just enjoy your videos. Got Rolling Realms this week and watched your play throughs. Thanks again! Have a great day!!
I appreciate you sharing this. Giving context to the process by providing the publisher's point of view is really helpful for designers. Many things remind me of working relationships with an employer or potential future employer, such as graceful responses to feedback and actively listening to an interlocutor. As you mentioned, being mindful of this in any relationship is important. When individuals spend so much time creating something and building their own expectations for that product, openness to constructive criticism may be harder to accept. Thank you for explicitly shedding light on this with real examples.
Wow Thanks Jamie! I have watched a LOT of game design videos over the years and this is definitely one of the best. Getting insights and advice straight from a publisher is gold!
Thank you for doing this, I really appreciate this. For me it’s still a dream, like to be someday a Boardgame Designer, maybee I will never able to live this dream, but watching your kind, honest and generously pitched details about how it would be, if I had accomplished all those steps, is simply awesome, thank you.
Thank you for taking the time to cover this subject!! I'm so happy I stumbled across this video (even if it was a year late). Super informative! I love Stonemaier Games, and I looove to see a game company willing to talk about this kind of stuff. As a first time game designer, I'm excited to put all of this in practice.
An amazing video on the perspective of pitching a game. I have a working prototype (First game I'm going to pitch) that I want to pitch to publishers and this gave me extra hope towards pitching the prototype and having it ready for a best first impression. Thank you for your insight and guidance!
Jamey, Thanks for this content. It drives home the importance of the publisher’s needs and that’s something designers/creatives can lose sight of easily.
What a fantastic video Jamey. It's helpful as a new game designer to see these very informative videos to help have a realistic view of the process. I very much appreciate the time you take to help the community.
This…. This is why I subscribe to your channel, more stuff like this please.. I also enjoy when you talk about mechanisms! It helps keep me inspired to create games. So thank you for taking the time to do things like this.
Thank you for these Insights Jamey, as always very helpful! Good to get to know better the publishers pov. I have to add something to your comment concerning 'publishers are not the ones to tell you who your game might fit to'. I just had my prototype at a (german) publisher that actually really saw potential in the game but it is too big of a scope for them. It was a positive rejection with detailed feedback. So now whats interesting is that THEY would keep the prototype and take it with them to a publishers meeting and show it to other publishers that they might think it would fit to! In the end I wanted to have the prototype back to be able to work on it in the meantime, but as you see there are a lot of possibilities of how a publisher can behave and react. This was a very positive one and Id always apply to them again with a different game idea.
That's very generous of that publisher! There are times where I see something special in a game but don't necessarily think it's a good fit for us, in which case I might recommend another specific publisher.
Very helpful information! My sons designed a card game and are considering kickstarting it. But they are open to submitting to publishers too. They have other games in the works as well. Thanks!
Thank you for being so generous with time and your knowledge. I'm in the process of writing a rulebook for my first board game (I've written 3 campaign books for the miniature wargame system Bolt Action), and it's become a real passion project. These videos are extremely valuable for people in my situation.
Thanks, Jamey! This advice and your 10 designer tips have been extremely helpful for me as a new game designer trying to get my foot in the door. I hope I can share my games with the board game community in general soon :)
I enjoy are your design-related videos' (and other videos), but this one was so insightful. You are my go-to in the tabletop space for game design and publishing information and motivation. Thank you.
Thank you Jamie all of your videos have been very helpful to me as someone who is legally blind and finds it difficult to attend events and make my presence known. Happy to say it has not stopped me from designing my first game and I’m hoping to submit it for public criticism soon. I hope all is well in your life and I hope maybe one day submit it to SM games haha ☺️
@@jameystegmaier thank you yes I am greatly enjoying the process I have watched your channel for years now along with many other board game reviews and board game design videos it is a very time fulfilling hobby the process is long but enjoyable :) I wish you well on your upcoming board game projects I look forward to them every year 🙏
Thank you for the insights! If my games were accepted immediately, they surely would not have been as good as they are today. Now I have a way to consider feedback, iterate a new version, and print 1 new copy for myself. It is still enjoyable for me to open a new iteration when it arrives with a clear sense of completion. Then my mind is free to work on the next project and not feel too anxious about 1 publisher's answer. Whether it sells 1 or 10,000 copies, I look for ways to enjoy the process so that it is sustainable and ongoing improvement whether I get a yes now or much later. Hope that helps someone.
I'm a long time boardgame player and absolutely love your games. However, I myself am very new to conceiving the idea of and designing a boardgame. Still some way to go and I'm constantly playtesting and fine tuning it. I'm nervous about reaching out but some day I will. Videos like this certainly help guide new board game designers. And so I thank you very much!
@@jameystegmaier Much appreciated! I feel very out of my element. Being a physician in healthcare, it's funny how I get more nervous figuring out pitching my boardgame idea haha. Just passionate about it and that's a good sign. I hope you have a great holiday season and Merry Christmas :)
2 words: so helpful!! Thanks a lot Jamey for all these tips! I’m currently in this process of pitching games to publishers, so this video really got my attention. I was a little surprised by one point, the fact of naming already existant games (like “Azul meeting Taluva” for instance). But it can make sense! It’s so important and helpful to have a publisher’s point of view! So.. thanks! 🙂👍🏼
Fantastic video Jamey! I've been watching as many design and publishing videos as I can, and your top 10 video on game design is what fired me up to pursue design in the first place. This video came out at the right time as we're just really getting into play testing. Knowing what comes next is a huge help. Thanks so much!
As an avid board game fan, I have started designing my first game recently. It's already been SO fun. It's a Princess Mononoke themed strategy game, (or at least Japanese inspired with Forest Spirits, demons, and a human vs nature theme), and a sort of Root meets Rising Sun meets Dune (territory control as a means to do later actions like worker placement, very thematic tied to mechanisms, multiple routes to victory). I wish I saw this video right from the start! Over the last month I've carefully written the rules, sketched out a first board game design, and just ordered basic parts to make a prototype to test it out. Then I looked into publishers of games I already own (which Jamey mentions here to do as well) to see if it's possible to truly just make your own board game. I wasn't sure at all how to actually get a game made a month ago. Of the publishers I researched, Jamey and SM Games (of which I own and love Wingspan, and have been looking to buy/play Scythe for the better part of 2 years) is the most impressive in regards to care and information about submitting. This video is a great example. It is very clear they want great designs submitted to them, but also overall great designs/games put out into the world in general. I've been watching all the videos and reading the articles about game design they provide, including the many from Jamey himself, and feeling great that both my instincts on many of these topics are in the right direction, and that someone like Jamey has put in the effort to have these resources available. They're also just fun videos to watch, I love the top 10 lists he uploads. Hoping to send my submission to Stonemaier Games this year and before other publishers, as soon as I playtest this like crazy. This comment is me trying to 'make yourself known', even if just a little bit. Jamey if you're reading this, you're an inspiration. Even if you don't see this, or my eventual submission gets lost or rejected, you've helped me on such a fun and exciting journey.
I'm so glad that you're having fun with your design! I love Princess Mononoke--I think it's my favorite Studio Ghibli movie. I hope you continue to have fun with your design, and if we're a good fit for it, I look forward to seeing the submission at some point. :)
@@jameystegmaier You have great taste in games AND movies! It's my favourite along with Howl's Moving Castle. I think the themes/settings and different factions of Mononoke lend themselves well to a game format. I'm ecstatic you're a Studio Ghibli fan too, and your encouragement means so much.
Thank you for sharing all of these tips with such detail and clarity. I've spent a lot of time developing my game, but I'm still learning how to prepare a pitch. This video provided a list of things I hadn't thought of, and it was also encouraging to hear what I've been doing right so far. Thank you for taking the time to help aspiring game designers.
Well this sure is timely…I was just today toying with a game design! Just want to say thanks for all you do for the hobby Jamey. Can’t wait to get my hands on Libertalia and that upcoming Viticulture expansion 😎
Thank you for this wealth of information! I’m starting the journey of Board Game creation and much better off for it due to the info you’ve given in this video. Great info as always!
This was a super informative video that seems to have popped up just when I needed it in the height of my board game design process. I appreciate all the advise you selflessly provide and the work you do to contribute to the board game industry as a whole. This video will be a great reference for me when the time comes to prepare my own game pitch. Cheers!
Thanks for spending the time to prep and shoot this video - super helpful! Also want to shout out Cardboard Edison's "The Compendium" as an amazing directory of publishers and what types of games they're looking for.
I know I’m ‘late to the party’ but I really appreciate you sharing your perspective in such a thorough manner. Thanks- this will help me in the final steps of my design journey. 😊
What an interesting video! I find some similarities with pitching a book to a publisher. Not all publishing houses do every genre, so you have to choose well.
thank you jamey. i found that video very informative. i have a game that i design, its still in process i follow you and watch all the videos, i see that very usefull. you are an inspirarion and i love your games. looking forward for the next video.
Thanks so much for this information. I think a lot of us have taken a first time shot at game design during the pandemic. I was curious if I should have a completed game or bring in a game that was 75% complete to see if anyone was interested first. Keep up the great content it's definitely appreciated.
Thanks Mark! From the designer's perspective, I would wait to submit a game until you consider it nearly complete...but then be open to the publisher viewing it instead as a 75% complete game that they can continue to refine.
Hi Jamey, thank you for being so transparent about the business behind board games, I really appreciate it. There is a topic that I think could be a great addition to your vlog: How to track Hit Points in tabletop games. There are a few options, like tokens, dice, dials or a tracker line. What do you think? :)
Hi Jamey, I hope you're doing well! I used to post a lot on your "My Favorite Game Mechanism" videos. One tip I have to share is to make a Tabletop Simulator prototype of your game. There are a lot of digital playtesting opportunities now, and many publishers want to try games digitally too. Thanks for sharing this video; this detailed breakdown will surely help many people--myself included. I really like the tip for explaining your game as a cross between two other games, but with a twist. I'll have to keep that trick in mind for the game I'm pitching now.
Good to hear from you, Nyles! I hope you're doing well. I agree that having a virtual version of the game can be handy for demoing and pitching (we do all our playtesting on the tabletop, though).
@@jameystegmaier I'm doing well! Thanks to my board game experience, I actually got as a mobile game designer job a few years ago, which I love. And my first published board game finally hit stores in December! (Word Heist, published by Gamewright)
The Seth Godin of board gaming! Ive only played one SM game once, but Im chomping on the bit to play more! Sorry if Ive ever PM'd you, didnt consider it a selfish play, but could totally see it fron a business stand point. For anyone out there, check out Jay Baer's book "Hug your Haters" for more reasons why this could be the case. Keep going Jamey!
I really appreciate you saying you need to write a great rulebook! Playing games from Kickstarter with poorly edited or playtested rulebooks can easily be a games' biggest downfall, poor rule books really can ruin a game experience!
Appreciate your content as always Jamey! I'd love to hear your perspective on how to approach this topic in a remote environment. I feel like a lot of information about this is heavily focused on people who can attend conventions and get in front of publishers. Some of us live in places that don't have these and/or have higher barriers to entry for in-person meetups. I know you mentioned online presence, but it would be great to hear more specifically about this topic. What do you think about virtual pitching? Have you ever experienced/accepted one? What are the best ways you've seen to "get in front of publishers" in a virtual environment?
I'd say that all of our pitches are virtual (and have been for years)--that's exactly how our submission system works. That's what this video is all about. :)
One thing that really resonated with me, because I think I've said the same thing myself but it tends to land on confused ears when I say it, was "If someone has already designed your idea, that's great! You can go buy a copy and just play it!" Because if I'm not immediately itching to spend my hard earned cash on MY OWN IDEA, then who is? A great idea should feel disappointing to find out it's unique.
Absolutely! That's a great way to put it. Also, if the game already exists, you get to skip all the months/years it would take to create it--you can go enjoy it right now! :)
Thank you so much for this incredible video. I’ve been working on a game for a few weeks, and there is a wealth of information here. I’m trying to get ready for my first game test this coming Sunday. (No more details for now - I’m not being coy, it’s just that this is NOT a pitch. But when I’m ready, I hope to look you up!) I just want to say that I’ve gotten great advice from four friends in the industry - West Todd, Ori Kagan, Jesse Anderson, and Alex Radcliffe. This is a quick shout-out to them for their time and consideration. I hope I can do them justice with the end result.
I’ve been devouring your videos and those of a few others over the past two weeks. Would you mind if I asked your advice on writing rules? Feel free to ignore this if I’m being presumptive. In my game, players are heads of national intelligence of small countries during a Cold War. So you’re kind if in the side, or at least trying to stay in the sidelines while being pressured to jump in on one side or another. I’m trying to make it realistic, but accessible. So there are different kinds of intelligence to collect (resources), such as human-sourced, and signal and image-based. There rules are fairly intuitive (to me!) but I think they’ll be more intuitive with some descriptions of how the Intel world actually works. But, while potentially interesting, and helpful in grokking the game, I’m afraid this will deter some by making the rules longer than necessary. (Like this message!) Any advice?
@@sethwinslow Big-picture answer: I'd recommend reading the articles shown here under "Level Up Your Game Design Skills" (there are 5 articles about writing rules): stonemaiergames.com/kickstarter/how-to-design-a-tabletop-game/ Specific to your game, I think text boxes are helpful in adding designer tips, thematic connections, and more are a great way to augment the rules without making players feel like there's even more to read. You can probably find these types of text boxes in many games on your shelf (including pretty much any Stonemaier game).
Thanks for the tip. I’ll definitely check those out tomorrow. Game night is about to begin! I’m using Word for now, so not much in terms of layout options other than tables and text boxes. But I can set them off with different fonts/text color and/or coloring the text boxes. I won’t waste more if you time now with app suggestions. Right now my goal is putting digital pen to digital paper. Getting it pretty is a ways off. :)
@@sethwinslow Definitely, Word is a bit limiting, but it does allow you to insert text boxes that your graphic designer can organize later into the actual layout.
Hi Jamie! Thank you so much for this. As a budding game designer this info is absolutely invaluable. BTW, I am in love with Wingspan right now I'm really looking forward to getting my hands on the expansions! I haven't had the chance yet to play Scythe, but it's definitely on my list. Anyway thank you so much! 💖 -Ava
Hi again, I had another question. After agreeing to go with a certain publisher, generally speaking, would the designer then be committed to working a certain number of hours for a certain amount of time? eg. would the expectation be that the designer would need to spend around 8 hours a week for the 4 months of development? If I have other upcoming commitments like work or university, should I be cautious of my time? Also thanks, for these videos and comments, it's super helpful and generous for someone who knows so much about the industry. You really go above and beyond.
I think it depends on the publisher. When some publishers accept a game, the handoff is complete, and they handle development from there with little to no input from the designer. Others (like Stonemaier) work with the designer--we playtest and coordinate blind playtesting while offering feedback, but it is the designer who iterates, refines, and updates the prototype on their schedule.
So much great information here. As Essen is my "local" convention and I've heard that many publishers meet with prospective designers there, do you have any advice on how to make this happen and presenting your design face-to-face. Do a lot of publishers that you know of do face-to-face submissions? For me this feels like my best chance of giving a good impression of one of my game designs.
Thank you so much for the thorough, well organized overview! For games that have the potential for a more complex component hook, would you recommend designers spending some money to create a prototype component for their "fancy" pitch-ready game prototypes? Or would you recommend using the cheaper alternative and explaining their vision for the more deluxe version during the pitch/on a sellsheet/etc.?
Thank you so much! I appreciate all your videos on this subject. So helpful! I plan to incorporate these tips into my forth coming submission. I am a new game designer but really, I've been designing games to play with friends and family all my life. My Castles of Burgundy meets Everdell with a nod to Tapestry is in play testing stage right now and is going great! Rulebook composition begins next week. Thank you again for your insight and encouragement.
@@jameystegmaier I'm getting close to the point of submitting my game Kingdom of Royals (the Everdell meets COB game mentioned here) to Stonemaier but I do have one question. My game checks all the boxes on your submission questionnaire except it just has a handful of actions to choose from, not really a action selection by tokens or workers. Being a tableau/ tile laying game those few actions cause chain reactions to occur. Action selection could be added, I just wonder if this would hinder the players enjoyment of building their tableau or kingdom as they see fit. I guess my question is...is this a deal breaker for my submission to Stonemaire? Thank you for your consideration.
@@ryanbanwart5547 Thanks Ryan! I think it just depends on how those actions are presented to players. If they're part of the core interface in some way, awesome. If it's an action checklist off to the side that breaks players away from the interface and immersion, that's a problem. I think Terra Mystica is a good example of a game that toes that line. It technically has an action checklist, but all of the actions are presented to players within the board and player mats to the point that players don't even look at the checklist after a while.
@@jameystegmaier Wow! Thank you for the quick reply. Honestly, I only created an action guide to help teach the game to new players. In play tests, after a couple turns, they never look at it. I could easily incorporate it onto their player boards. Players are more engrossed in the card triggered abilities, building new structures and gaining or jeweling crowns. I can submit it for consideration and if it's not a good fit, maybe we can collaborate on a future project.
@@ryanbanwart5547 That sounds perfect! What's the name of your game so I can look out for the submission? EDIT: I clicked through your name and think I now know--are you submitting it as Kingdom of Royals?
The amount of information you share in your different social media channels, the amount of good you do in the gaming community in general... You could just keep publishing great games, but instead you go above and beyond to support and grow the boardgame community. Thank you so much for all you do!
Days of Wonder might have made the biggest increase in the hobby but Jamey has had the widest influence
Thanks so much for this, Jamey. My friend and I are first time designers and everything you have shared on this channel has been so helpful in navigating the publishing world. Our game recently won a competition and we have a meeting with a publisher this week, thanks in large part to your guidance through these videos! Looking forward to the day that we submit a game to SM!
What's your game called? I'll keep an eye out!
Wow, this video is a gem - thanks so much for all the info.
I was under impression I have to finish all the very last details of my game before I actually submit and pitch to a publisher.
I guess it makes sense that not all game developers are artists, but in my mind I had to show up with something that looks like my ideal end product in order to really "sell" it.
Thanks to you, I will stress less about creating a game art and instead focus on the rule sheet and going on conventions and meeting people.
Thank you! I’m glad I was able to clear that up. :)
This has been *EXTREMELY* useful for me as I'm gearing up from "these are my private prototypes" to "I'm trying to move into pitching."
(That's not a meta pitch setup or anything).
Thank you.
Thanks! Good luck with your pitch!
I am a first time developer. I never leave comments like this. I just had to because your video was most informative to me! It felt like a college seminar on game development and how to promote the game in a professional way! Although this video is a couple years old, it’s right on time because I will be attending Proto ATL 2024.
Thank you so much! I'm glad this was helpful for you, and I hope you have a good time in Atlanta.
This is great! Thank you so much for taking the time to share this with us!!! I CANNOT believe people don't accept constructive criticism. I'd LOVE to hear feedback from publishers about my game!!! It's really sad you're discouraged to share insights with people when you so kindly feel that'll help :(
Jamey, this is such a great summary video. One thing that I'd add is for designers to **cultivate friendships with other designers** before trying to pitch. Other designers helped me greatly by giving suggestions aiding me to become a better designer, by presenting design situations of their own that challenged me to grow and gain experience giving helpful suggestions to them, by opening my eyes to industry trends and developments, and by sharing their experiences with publishers so that I could understand what kinds of publisher behavior are typical.
Related thought: A good friend with design expertise can also say that a game isn't ready to submit, and a good friendship means being able to accept and reflect on that feedback without being defensive. Given the number of great games out there, it doesn't make sense to submit a game until playtesters love the game and are almost begging to play it again. A designer friend can help avoid approaching publishers until the game really is truly great.
Anyway, sorry to be so wordy. Thanks for your video!
Brilliant, Chris!
First time designer here. Thank you so much Jamey. Great information. I am at a stage of my game where I am trying to figure out how to "get it out there". Crowdfunding is so overwhelming and when I looked into publishing I was really discouraged and felt like publishers were this huge unapproachable machine that would never even look at a small designer. Thank you for giving me a hope. BTW big fan of Wingspan.
Why are you so nice and awesome? Incredible how proactive you are within the community.
Thank you!
Thanks so so much for this video! I'm a first time designer, about 4 months into what you term the preparation step, and this video is very detailed and helpful!
Thanks Isaac! I hope you're enjoying the process.
@@jameystegmaier Thanks, its been a very fun puzzle putting together some of my favorite game mechanics!
Thanks for all the wonderful information! My favorite part of the video was at the end when you told some brief stories about the games your company has published from other designers. It was helpful to hear some real-life stories about how the process can unfold. I would love to hear more stories like these in the future!
Definitely! We have a bunch of those stories in the design diaries for each game and expansion-check them out on our website. :)
Videos like this are why you and stonemeier games are my favorite, not to mention you make some of my favorite games of all time. Your honesty, kindness, and transparency are truly next to none and should be the gold standard for a company. I can't wait to work with you in the future!
This comment made my day! Thank you, Errol.
Thank you for this Video Jamey... it was Perfect Timing, as I am in the middle of Designing a new game to submit to Stonemaier Games.
For any new Game Designers, Speaking from my own personal experience, I have submitted a game to Stonemaier Games and it got All the Way to me sending a Prototype for Jamey an Alan to play. Even though it was not accepted, I was SO Stoked that it made it that far. I also remember getting some Great Feedback from Jamey that really helped me to improve the game.
I have since submitted that game to other publishers and I have to say, Stonemaier Games had a very Smooth Submission Process.
Thanks for sharing your experience with us, and I'm glad it was a positive one. Not many games get as far as your did, and I'm honored to have played it. :)
Nice experience, thanks for sharing. I don't know what it is about Stonemaier Games, their games for sure but, also the way Jamey runs it, his transparency in everything he does, I don't know, but I'm always expectant to everything they do (games, content on the internet). It is a dream of mine to have a game published by Satomaier games. and I'm gonna work for it! Cheers!
I'm currently designing my first game, and it's daunting. Watching all these videos about publishing, and what it takes to get a game out there is so overwhelming. When I need inspiration and hope to keep pushing forward, I watch this channel. Thank you for making the games and content that you do; it truly keeps me afloat.
"When I need inspiration and hope to keep pushing forward, I watch this channel."
This is a huge compliment--really, that means a lot to me. Thank you for sharing, and I wish you the best in your design journey!
Thank you so much Jamey! I am an aspiring game designer and while I have multiple challenges being a would-be first time game designer, I think my biggest challenge has been a lack of knowledge in the industry. The problem with ignorance is that you don't know what it is that you don't know! So having you give a good run through on the process is extremely helpful, especially as I am currently half way through step two where I have created my prototype and am now working on getting a bunch of play testing and feedback. Assuming that the playtesting and design tweaking goes well, it is the next steps that I am really anxious about having close to no idea what to expect. So thank you again for all of the great information and all that you do to help people like me!
This video was extremely helpful and has really energized me today! 🤩I hope one day I can be happy enough with one of my games to reach out to a publisher.
As a new designer THIS video tops my list of the most helpful in providing an understanding of the process and the possible relationship between game designer and publisher. I now know it's possible to find success and the path to follow. The advice you share is invaluable. THANK YOU for taking the time to post it. I don't think my current work is right for you, but your generosity of spirit makes me want to design a game that is! Thanks again!
My pleasure, I'm glad it's helpful!
Thank you for sharing your expertise with all of us! Every time I discover a new Stonemaier product I'm always impressed. These videos have only solidified them as my favorite producer.
Thank you!
Jamey gave to a role community of game designers important information. That is an amazing job. Thank you so much.
Thanks for this Jamey. I have pitched a lot over the years, but still learned some new tips. The most significant being to send a short email after using an online form (if I have a known contact at the publisher). I am so used to pitching in person at conventions with a short email beforehand, that I struggle with the lack of personal contact when using an online form. But I hadn’t thought of sending a short email at the same time just saying “Hi, I’ve used your online submission process”. I did exactly that with a submission this evening, immediately after watching your video! :) Thanks!
On a different note, I do often pitch multiple games in the same meeting. But that is generally because my games are very light and often I’m pitching to large publishers with massive catalogues. I think your advice of pitching one game per meeting rings true for a mid/heavy strategy game.
That's great! I think that's particularly important when you have some type of existing relationship with someone at the company (if not, I would not recommend sending such an email).
Hey Jamey, thanks so much for making videos like this! Game design became my COVID lockdown passion and I've been soaking up all your advice. I've never been to a convention and I keep my social media footprint pretty small, so "selling myself" to a designer sounds quite intimidating. But listening to you talk through some of the dos and don'ts of the submission process helps it seem more accessible to an outsider like me. Having a game I designed published by Stonemaier games would be a dream come true. So, I'll get busy play-testing and get back with you in a few months. Thanks again!
Always in awe of how willing you are to share your knowledge. We live in a world where most people just want to keep everything to themselves. You show that there is enough sunshine for everyone. Especially impressed by how easily you talk up other games and publishers. I hope your kindness and generosity comes back to you tenfold. I’m new to the board game hobby, and I’ve learned so much from your videos. Thank you!
Thank you so much, Jessica. This made my day, and I'm happy that you're enjoying the videos. There's a bunch of articles too when you're ready to delve deeper: stonemaiergames.com/kickstarter/how-to-design-a-tabletop-game/
@@jameystegmaier Again with the kindness. I’m not looking to design a game, just enjoy your videos. Got Rolling Realms this week and watched your play throughs. Thanks again! Have a great day!!
@@jessismith That's great! Sorry about the assumption. :) I hope you have fun with Rolling Realms!
Thanks for a great and insightful video. As a games designer it's great to hear about the pitch process from the publisher side.
I appreciate you sharing this. Giving context to the process by providing the publisher's point of view is really helpful for designers. Many things remind me of working relationships with an employer or potential future employer, such as graceful responses to feedback and actively listening to an interlocutor. As you mentioned, being mindful of this in any relationship is important. When individuals spend so much time creating something and building their own expectations for that product, openness to constructive criticism may be harder to accept. Thank you for explicitly shedding light on this with real examples.
Extremely helpful! Thank you Jamie for sharing your wisdom with the world. Much appreciated.
This channel is a goldmine of information, thank you for spending so much time helping future designers!
My pleasure!
Wow Thanks Jamie! I have watched a LOT of game design videos over the years and this is definitely one of the best. Getting insights and advice straight from a publisher is gold!
I'm glad it was helpful! :)
Love this video on guiding game creators in pitching to publishers. I really appreciate it.
I'm creating a game for university at the moment and this has been such an informational video. Very helpful, so just wanted to say thanks.
Helpful advice, Jamey. Thank you for doing this for those of us who hope to pitch our game(s) someday.
Thank you for doing this, I really appreciate this. For me it’s still a dream, like to be someday a Boardgame Designer, maybee I will never able to live this dream, but watching your kind, honest and generously pitched details about how it would be, if I had accomplished all those steps, is simply awesome, thank you.
Thank you for taking the time to cover this subject!! I'm so happy I stumbled across this video (even if it was a year late). Super informative! I love Stonemaier Games, and I looove to see a game company willing to talk about this kind of stuff. As a first time game designer, I'm excited to put all of this in practice.
It's never too late! Thanks Jerrod. :)
Thank you so much for posting this! I am designing my first board game and this helped set some things for my to do list.
An amazing video on the perspective of pitching a game. I have a working prototype (First game I'm going to pitch) that I want to pitch to publishers and this gave me extra hope towards pitching the prototype and having it ready for a best first impression. Thank you for your insight and guidance!
Incredibly helpful, as usual.
Jamey,
Thanks for this content. It drives home the importance of the publisher’s needs and that’s something designers/creatives can lose sight of easily.
This is very helpful. To the entire industry.
What a fantastic video Jamey. It's helpful as a new game designer to see these very informative videos to help have a realistic view of the process. I very much appreciate the time you take to help the community.
Thanks for this Jamey! I may never try to submit a game to a publisher, but if I do I'll know there is this extremely helpful video to come back to!
Such great advice! I love the way you think and talk about the respectfulness bound between a designer and publisher. Awesome video, thank you!
This…. This is why I subscribe to your channel, more stuff like this please.. I also enjoy when you talk about mechanisms! It helps keep me inspired to create games. So thank you for taking the time to do things like this.
Thank you for these Insights Jamey, as always very helpful! Good to get to know better the publishers pov. I have to add something to your comment concerning 'publishers are not the ones to tell you who your game might fit to'. I just had my prototype at a (german) publisher that actually really saw potential in the game but it is too big of a scope for them. It was a positive rejection with detailed feedback. So now whats interesting is that THEY would keep the prototype and take it with them to a publishers meeting and show it to other publishers that they might think it would fit to! In the end I wanted to have the prototype back to be able to work on it in the meantime, but as you see there are a lot of possibilities of how a publisher can behave and react. This was a very positive one and Id always apply to them again with a different game idea.
That's very generous of that publisher! There are times where I see something special in a game but don't necessarily think it's a good fit for us, in which case I might recommend another specific publisher.
Very helpful information! My sons designed a card game and are considering kickstarting it. But they are open to submitting to publishers too. They have other games in the works as well. Thanks!
This information is very helpful. Thank you so much for all the video’s
Thank you for being so generous with time and your knowledge. I'm in the process of writing a rulebook for my first board game (I've written 3 campaign books for the miniature wargame system Bolt Action), and it's become a real passion project. These videos are extremely valuable for people in my situation.
My pleasure! I hope the rulebook writing process goes well for you.
Thank you.😀
Thanks, Jamey! This advice and your 10 designer tips have been extremely helpful for me as a new game designer trying to get my foot in the door. I hope I can share my games with the board game community in general soon :)
I enjoy are your design-related videos' (and other videos), but this one was so insightful. You are my go-to in the tabletop space for game design and publishing information and motivation. Thank you.
Thank you, Adam--I'm glad this was helpful. I'll try to make more videos like this one.
Thank you Jamie all of your videos have been very helpful to me as someone who is legally blind and finds it difficult to attend events and make my presence known. Happy to say it has not stopped me from designing my first game and I’m hoping to submit it for public criticism soon. I hope all is well in your life and I hope maybe one day submit it to SM games haha ☺️
That's amazing! I'm in awe of that, and I hope you're enjoying the process.
@@jameystegmaier thank you yes I am greatly enjoying the process I have watched your channel for years now along with many other board game reviews and board game design videos it is a very time fulfilling hobby the process is long but enjoyable :) I wish you well on your upcoming board game projects I look forward to them every year 🙏
Not a game designer but this is wonderful insight into how the boardgames that we love are born 😁
Thank you for the insights! If my games were accepted immediately, they surely would not have been as good as they are today. Now I have a way to consider feedback, iterate a new version, and print 1 new copy for myself. It is still enjoyable for me to open a new iteration when it arrives with a clear sense of completion. Then my mind is free to work on the next project and not feel too anxious about 1 publisher's answer. Whether it sells 1 or 10,000 copies, I look for ways to enjoy the process so that it is sustainable and ongoing improvement whether I get a yes now or much later. Hope that helps someone.
I think that's a great approach to game submissions!
This is a really interesting video to gain some better insight into the publishers perspective! Thank you!
I'm a long time boardgame player and absolutely love your games. However, I myself am very new to conceiving the idea of and designing a boardgame. Still some way to go and I'm constantly playtesting and fine tuning it. I'm nervous about reaching out but some day I will. Videos like this certainly help guide new board game designers. And so I thank you very much!
I'm glad you're already at the playtesting stage--that's further than most people get. I hope you continue to enjoy the process! :)
@@jameystegmaier Much appreciated! I feel very out of my element. Being a physician in healthcare, it's funny how I get more nervous figuring out pitching my boardgame idea haha. Just passionate about it and that's a good sign. I hope you have a great holiday season and Merry Christmas :)
2 words: so helpful!! Thanks a lot Jamey for all these tips! I’m currently in this process of pitching games to publishers, so this video really got my attention. I was a little surprised by one point, the fact of naming already existant games (like “Azul meeting Taluva” for instance). But it can make sense! It’s so important and helpful to have a publisher’s point of view! So.. thanks! 🙂👍🏼
Fantastic video Jamey! I've been watching as many design and publishing videos as I can, and your top 10 video on game design is what fired me up to pursue design in the first place.
This video came out at the right time as we're just really getting into play testing. Knowing what comes next is a huge help.
Thanks so much!
As an avid board game fan, I have started designing my first game recently. It's already been SO fun. It's a Princess Mononoke themed strategy game, (or at least Japanese inspired with Forest Spirits, demons, and a human vs nature theme), and a sort of Root meets Rising Sun meets Dune (territory control as a means to do later actions like worker placement, very thematic tied to mechanisms, multiple routes to victory). I wish I saw this video right from the start! Over the last month I've carefully written the rules, sketched out a first board game design, and just ordered basic parts to make a prototype to test it out. Then I looked into publishers of games I already own (which Jamey mentions here to do as well) to see if it's possible to truly just make your own board game. I wasn't sure at all how to actually get a game made a month ago. Of the publishers I researched, Jamey and SM Games (of which I own and love Wingspan, and have been looking to buy/play Scythe for the better part of 2 years) is the most impressive in regards to care and information about submitting. This video is a great example. It is very clear they want great designs submitted to them, but also overall great designs/games put out into the world in general. I've been watching all the videos and reading the articles about game design they provide, including the many from Jamey himself, and feeling great that both my instincts on many of these topics are in the right direction, and that someone like Jamey has put in the effort to have these resources available. They're also just fun videos to watch, I love the top 10 lists he uploads. Hoping to send my submission to Stonemaier Games this year and before other publishers, as soon as I playtest this like crazy. This comment is me trying to 'make yourself known', even if just a little bit. Jamey if you're reading this, you're an inspiration. Even if you don't see this, or my eventual submission gets lost or rejected, you've helped me on such a fun and exciting journey.
I'm so glad that you're having fun with your design! I love Princess Mononoke--I think it's my favorite Studio Ghibli movie. I hope you continue to have fun with your design, and if we're a good fit for it, I look forward to seeing the submission at some point. :)
@@jameystegmaier You have great taste in games AND movies! It's my favourite along with Howl's Moving Castle. I think the themes/settings and different factions of Mononoke lend themselves well to a game format. I'm ecstatic you're a Studio Ghibli fan too, and your encouragement means so much.
Thank you for this Jamey!
This was so helpful! Thanks for all your videos. It's so nice to have these resources.
Great breakdown of the process.
Lots of really great info and I love how you put the importance on the human aspect of submitting 🙏
Thanks Jamey, always open, informative and welcoming. Thanks
That was a very helpful video - thank you! 🙂
This will definitely help when I decide to pitch one of my game designs in the future. ✌️
Thank you for sharing all of these tips with such detail and clarity. I've spent a lot of time developing my game, but I'm still learning how to prepare a pitch. This video provided a list of things I hadn't thought of, and it was also encouraging to hear what I've been doing right so far. Thank you for taking the time to help aspiring game designers.
My pleasure! I'm glad it was helpful for you, and good luck with your pitch!
Excellent video, thanks!
Great video Jamey! Thanks a ton for the tips & insight!
Well this sure is timely…I was just today toying with a game design! Just want to say thanks for all you do for the hobby Jamey. Can’t wait to get my hands on Libertalia and that upcoming Viticulture expansion 😎
Thanks Jamey, I really appreciate the information it was very helpful as a first time designer. 👍
My pleasure! --Jamey
Thanks Jamie, so many good advice here.
Thank you for this wealth of information! I’m starting the journey of Board Game creation and much better off for it due to the info you’ve given in this video. Great info as always!
My pleasure! I hope you're enjoying the journey so far. :)
Thanks so much for this awesome video! It couldn't have come at a better time and really helped answer some of the big questions I had.
I'm glad it was helpful, and good luck with your pitch!
This is great information, thank you for sharing it so freely!
You are so welcome!
Oooo really excited for this one!
This was a super informative video that seems to have popped up just when I needed it in the height of my board game design process. I appreciate all the advise you selflessly provide and the work you do to contribute to the board game industry as a whole. This video will be a great reference for me when the time comes to prepare my own game pitch. Cheers!
Thanks for spending the time to prep and shoot this video - super helpful! Also want to shout out Cardboard Edison's "The Compendium" as an amazing directory of publishers and what types of games they're looking for.
I know I’m ‘late to the party’ but I really appreciate you sharing your perspective in such a thorough manner.
Thanks- this will help me in the final steps of my design journey. 😊
Thanks Nicholas! I hope you're having fun with the design process!
What an interesting video! I find some similarities with pitching a book to a publisher. Not all publishing houses do every genre, so you have to choose well.
Thanks, Jamey, for your guidance. Inspiring and informative!
thank you jamey. i found that video very informative. i have a game that i design, its still in process i follow you and watch all the videos, i see that very usefull. you are an inspirarion and i love your games. looking forward for the next video.
Thanks so much for this information. I think a lot of us have taken a first time shot at game design during the pandemic. I was curious if I should have a completed game or bring in a game that was 75% complete to see if anyone was interested first. Keep up the great content it's definitely appreciated.
Thanks Mark! From the designer's perspective, I would wait to submit a game until you consider it nearly complete...but then be open to the publisher viewing it instead as a 75% complete game that they can continue to refine.
As usual, great content!
Thank you soo much for the insightful video. It is helping me prepare for my first publisher pitch.
I'm glad it helped! Good luck with the pitch. :)
Hi Jamey, thank you for being so transparent about the business behind board games, I really appreciate it.
There is a topic that I think could be a great addition to your vlog: How to track Hit Points in tabletop games. There are a few options, like tokens, dice, dials or a tracker line. What do you think? :)
Thanks! I don't really play many games with hit points, and most that I can think of use dials (I think that's my preferred method).
Hi Jamey, I hope you're doing well! I used to post a lot on your "My Favorite Game Mechanism" videos. One tip I have to share is to make a Tabletop Simulator prototype of your game. There are a lot of digital playtesting opportunities now, and many publishers want to try games digitally too.
Thanks for sharing this video; this detailed breakdown will surely help many people--myself included. I really like the tip for explaining your game as a cross between two other games, but with a twist. I'll have to keep that trick in mind for the game I'm pitching now.
Good to hear from you, Nyles! I hope you're doing well. I agree that having a virtual version of the game can be handy for demoing and pitching (we do all our playtesting on the tabletop, though).
@@jameystegmaier I'm doing well! Thanks to my board game experience, I actually got as a mobile game designer job a few years ago, which I love. And my first published board game finally hit stores in December! (Word Heist, published by Gamewright)
@@Avelice0 Congrats! That's awesome!
Some great tips Jamey. Thanks
Awesome video!
The Seth Godin of board gaming! Ive only played one SM game once, but Im chomping on the bit to play more! Sorry if Ive ever PM'd you, didnt consider it a selfish play, but could totally see it fron a business stand point. For anyone out there, check out Jay Baer's book "Hug your Haters" for more reasons why this could be the case. Keep going Jamey!
I really appreciate you saying you need to write a great rulebook! Playing games from Kickstarter with poorly edited or playtested rulebooks can easily be a games' biggest downfall, poor rule books really can ruin a game experience!
Thank you so much for this video, Jamey! Very helpful!
Appreciate your content as always Jamey! I'd love to hear your perspective on how to approach this topic in a remote environment. I feel like a lot of information about this is heavily focused on people who can attend conventions and get in front of publishers. Some of us live in places that don't have these and/or have higher barriers to entry for in-person meetups.
I know you mentioned online presence, but it would be great to hear more specifically about this topic. What do you think about virtual pitching? Have you ever experienced/accepted one? What are the best ways you've seen to "get in front of publishers" in a virtual environment?
I'd say that all of our pitches are virtual (and have been for years)--that's exactly how our submission system works. That's what this video is all about. :)
One thing that really resonated with me, because I think I've said the same thing myself but it tends to land on confused ears when I say it, was "If someone has already designed your idea, that's great! You can go buy a copy and just play it!"
Because if I'm not immediately itching to spend my hard earned cash on MY OWN IDEA, then who is? A great idea should feel disappointing to find out it's unique.
Absolutely! That's a great way to put it. Also, if the game already exists, you get to skip all the months/years it would take to create it--you can go enjoy it right now! :)
Thank you! Really helpful content
Thank you so much for this incredible video. I’ve been working on a game for a few weeks, and there is a wealth of information here.
I’m trying to get ready for my first game test this coming Sunday. (No more details for now - I’m not being coy, it’s just that this is NOT a pitch. But when I’m ready, I hope to look you up!)
I just want to say that I’ve gotten great advice from four friends in the industry - West Todd, Ori Kagan, Jesse Anderson, and Alex Radcliffe. This is a quick shout-out to them for their time and consideration. I hope I can do them justice with the end result.
I'm glad you found this helpful and that you continue to enjoy your game design journey!
I’ve been devouring your videos and those of a few others over the past two weeks. Would you mind if I asked your advice on writing rules?
Feel free to ignore this if I’m being presumptive. In my game, players are heads of national intelligence of small countries during a Cold War. So you’re kind if in the side, or at least trying to stay in the sidelines while being pressured to jump in on one side or another.
I’m trying to make it realistic, but accessible. So there are different kinds of intelligence to collect (resources), such as human-sourced, and signal and image-based. There rules are fairly intuitive (to me!) but I think they’ll be more intuitive with some descriptions of how the Intel world actually works. But, while potentially interesting, and helpful in grokking the game, I’m afraid this will deter some by making the rules longer than necessary. (Like this message!) Any advice?
@@sethwinslow Big-picture answer: I'd recommend reading the articles shown here under "Level Up Your Game Design Skills" (there are 5 articles about writing rules): stonemaiergames.com/kickstarter/how-to-design-a-tabletop-game/
Specific to your game, I think text boxes are helpful in adding designer tips, thematic connections, and more are a great way to augment the rules without making players feel like there's even more to read. You can probably find these types of text boxes in many games on your shelf (including pretty much any Stonemaier game).
Thanks for the tip. I’ll definitely check those out tomorrow. Game night is about to begin!
I’m using Word for now, so not much in terms of layout options other than tables and text boxes. But I can set them off with different fonts/text color and/or coloring the text boxes.
I won’t waste more if you time now with app suggestions. Right now my goal is putting digital pen to digital paper. Getting it pretty is a ways off. :)
@@sethwinslow Definitely, Word is a bit limiting, but it does allow you to insert text boxes that your graphic designer can organize later into the actual layout.
Hi Jamie! Thank you so much for this. As a budding game designer this info is absolutely invaluable.
BTW, I am in love with Wingspan right now I'm really looking forward to getting my hands on the expansions! I haven't had the chance yet to play Scythe, but it's definitely on my list. Anyway thank you so much!
💖 -Ava
Thanks Ava! I'm glad you're enjoying Wingspan, and I'm glad this video was helpful for you. :)
Awesome informations. I am currently playing around with my first still vague game idea - atfer illustrating dozens of games for years. ^^
I hope you have fun exploring game design!
Hey thanks Jamey, you give good advice.
This tips are great, thanks! Im still deciding if I should pitch my game Arazi to a publisher or creatin a kickstarter campaign
I'd recommend reading this as you contemplate that decision: stonemaiergames.com/self-publishing-vs-working-with-a-publisher-ks-lesson-275/
I mean, it'd be pretty weird to NOT leave a comment after watching this video. Thanks for the guidance. ;) Looking forward to the journey.
Thanks Daniel. :)
Hi again, I had another question.
After agreeing to go with a certain publisher, generally speaking, would the designer then be committed to working a certain number of hours for a certain amount of time? eg. would the expectation be that the designer would need to spend around 8 hours a week for the 4 months of development? If I have other upcoming commitments like work or university, should I be cautious of my time?
Also thanks, for these videos and comments, it's super helpful and generous for someone who knows so much about the industry. You really go above and beyond.
I think it depends on the publisher. When some publishers accept a game, the handoff is complete, and they handle development from there with little to no input from the designer. Others (like Stonemaier) work with the designer--we playtest and coordinate blind playtesting while offering feedback, but it is the designer who iterates, refines, and updates the prototype on their schedule.
So much great information here. As Essen is my "local" convention and I've heard that many publishers meet with prospective designers there, do you have any advice on how to make this happen and presenting your design face-to-face. Do a lot of publishers that you know of do face-to-face submissions? For me this feels like my best chance of giving a good impression of one of my game designs.
I think many of them do-it’s a good opportunity from both sides
Thank you so much for the thorough, well organized overview!
For games that have the potential for a more complex component hook, would you recommend designers spending some money to create a prototype component for their "fancy" pitch-ready game prototypes? Or would you recommend using the cheaper alternative and explaining their vision for the more deluxe version during the pitch/on a sellsheet/etc.?
I think explaining it is totally fine. Like, in the prototype you could use d6 dice but describe what custom versions of the dice could look like.
Thank you so much! I appreciate all your videos on this subject. So helpful! I plan to incorporate these tips into my forth coming submission. I am a new game designer but really, I've been designing games to play with friends and family all my life. My Castles of Burgundy meets Everdell with a nod to Tapestry is in play testing stage right now and is going great! Rulebook composition begins next week. Thank you again for your insight and encouragement.
"Castles of Burgundy meets Everdell with a nod to Tapestry" I like the sound of it! :)
@@jameystegmaier I'm getting close to the point of submitting my game Kingdom of Royals (the Everdell meets COB game mentioned here) to Stonemaier but I do have one question. My game checks all the boxes on your submission questionnaire except it just has a handful of actions to choose from, not really a action selection by tokens or workers. Being a tableau/ tile laying game those few actions cause chain reactions to occur. Action selection could be added, I just wonder if this would hinder the players enjoyment of building their tableau or kingdom as they see fit. I guess my question is...is this a deal breaker for my submission to Stonemaire? Thank you for your consideration.
@@ryanbanwart5547 Thanks Ryan! I think it just depends on how those actions are presented to players. If they're part of the core interface in some way, awesome. If it's an action checklist off to the side that breaks players away from the interface and immersion, that's a problem. I think Terra Mystica is a good example of a game that toes that line. It technically has an action checklist, but all of the actions are presented to players within the board and player mats to the point that players don't even look at the checklist after a while.
@@jameystegmaier Wow! Thank you for the quick reply. Honestly, I only created an action guide to help teach the game to new players. In play tests, after a couple turns, they never look at it. I could easily incorporate it onto their player boards. Players are more engrossed in the card triggered abilities, building new structures and gaining or jeweling crowns. I can submit it for consideration and if it's not a good fit, maybe we can collaborate on a future project.
@@ryanbanwart5547 That sounds perfect! What's the name of your game so I can look out for the submission? EDIT: I clicked through your name and think I now know--are you submitting it as Kingdom of Royals?