Game Designer

Coming soon · Book Profile

The game inventors guidebook how to invent and sell board games, card games, role-playing games, everything in between

An insider's guide to inventing, developing, and selling board, card, and hobby games, blending industry history, expert interviews, and practical step-by-step advice for aspiring game designers.

A profile of this book is on the way.

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What it’s about

Written by a veteran game industry insider who reviewed hundreds of submissions a year at Wizards of the Coast, The Game Inventor's Guidebook demystifies how new games go from a scribbled idea to a store shelf. Through the origin stories of blockbusters like Trivial Pursuit, Magic: The Gathering, Dungeons & Dragons, and Pokemon, candid interviews with inventors and publishers, and clear-eyed explanations of the four game markets, the book teaches you how to design games people actually want, how to pitch professionally, how to protect (or not overprotect) your idea, and when to self-publish. It's a realistic, encouraging roadmap that treats game inventing as a craft rewarding perseverance, market awareness, and love of the work over the fantasy of instant riches.

The through-line

Who it’s for
An aspiring game inventor with a compelling idea and the drive to see it published.
The problem
They have a game idea but don't know how to design, develop, pitch, or sell it to a publisher. They feel uncertain, intimidated by the industry, and afraid their idea will be stolen or rejected.
The plan
  1. Invent your game with a specific consumer in mind.
  2. Refine and playtest it with people who don't know you.
  3. Research and target the right publishers for your market.
  4. Contact publishers professionally and submit a strong prototype.
  5. Gather feedback, keep developing, and persevere.
The payoff
Seeing your game on store shelves and sharing your imagination with others. · Collecting royalty checks while doing work you love. · Building a reputation that makes future submissions easier.

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Additional reading