Theme, Risk & Deliverance with Andrew Lowen
A strong theme is a boon for a board game. It drives engagement, helps players connect, and can spark our imaginations. But some themes come with risk. Religious, social issues, or political games can scare potential publishers and players away. We talk to Andrew Lowen about his Deliverance board game and the risks and rewards of staying true to a theme.
Mission
Pine Island Games Mission. We strive to create memorable, fun, and beautiful games. We aim to create value for our customers, fans, and the broader board gaming and game design communities. We value personally connecting with, and being helpful to our fans and supporters. We believe that games are meant to bring people together, and that the board gaming hobby and industry will be healthier and more fun through increased equity and inclusivity.
Do Demographics & Psychographics Matter in Design?
A closer look at gamer demographics and psychographics. How can we use psychographics to make better board games, and what responsibility do we have as designers to increase equity and create a welcoming community for a broader demographic?
Tenets of Game Design
We explore what making a games means for Pine Island Games. There are thousands of games published every year, ranging from high energy party games, to nuts and bolts strategy, to epic role play experiences. We define our niche in this sea of opportunity.
Philosophy, Art, and Contracts
We welcome Stephen Nickel to the Pine Island team on our project Nut Hunt. We explore our philosophy in hiring illustrators and take a deeper look into what is in an artist contract, and what rights are important to us as a publisher.
Microwaving Sunglasses
What's in a box? We take a closer look at board game box sizes and the trade off between optimizing for freight and fulfilment versus retail.
$2000 Bread & How to Find, Hire and Budget for Illustration & Design
How to find, query, hire, and budget for board game illustration and graphic design. Where to find illustrators. Hourly rates. Estimating project costs & budget.
A Great Game is Not Enough
The first chapter in our journey of taking a game from prototype to publication. We lay the groundwork in how we approach games publication.