Showing posts with label behind-the-scenes. Show all posts
Showing posts with label behind-the-scenes. Show all posts

Monday, January 19, 2026

In space, no one can hear you design!

 

ALIEN: Fate of the Nostromo, published by Ravensburger games, is celebrating the five year anniversary of it's release and I thought it'd be fun to share the prototyping process of the game!

 
 
I've shared what went into pitching the game to Ravensburger here, but once the deal was signed, it was time to make a playable prototype! First thing we needed was a map of the Nostromo!


Using the blueprints of the movie's set as a guide, I started to explore layouts. I wanted to be true to the locations and how they connected as much as a board's configuration would allow. Note that on this map is the ALIEN THREAT meter as well as the DOOM METER.

 
Early on, the locations had abilities that the players could use, as well as vents that the players could slowly crawl through (at a cost of two move per space). These concepts were rejected as they slowed down game play.

 
 
The "innovation" of splitting the map design into two sections was the big improvement to board's design. It allowed there to a way for the players to get a breather if they managed to confine the alien to the upper or lower decks. 
 

Of course, you need pawns to move around the map. I found these spacemen did the trick. For the Alien, I used one from the game Horrorclix. My kids dubbed this guy "Allen". The security guard was a stand-in for Ash.
 


Two versions of player character cards. The player actions were much more granular at this point, but that was abandoned. Also,  Ash was considered as a playable character, but it was decided to keep him a "traitor" like in the movie, he needed to be a card-driven enemy instead. 

 
 
I hand-drew the cards at first. When we discarded the individual health system for each player, I still wanted the player to experience dread. These disadvantage cards penalized the player in a variety of ways. In the end, it became too much for the players to keep track of and we discarded the concept.
 

Also, player had a hand of cards that they could play to perform various actions. This game play concept got pretty far into play-testing but it was ultimately discarded to streamline play.


 The "Jump-Scare" deck was one of the ideas that got the game signed and creating this went through a few iterations.

 

The objective cards (originally called "destination cards") were fun to create. As I was already a big fan of the movie, I knew exactly what objectives, images and quotes from the movie I wanted to use as this deck would be where the player would get a large amount of the game's "flavor".



It became clear early on that players would need help remembering what the crafting costs of the items were. Since I didn't want the players to keep going back to the rulebook, these player aids were created.


The other design breakthrough came with the use of tokens. Some were items that the player could now craft anywhere (rather than having to craft in a specific location), other tokens were revealed on the map adding a moment of tension. Having the encounter deck repopulate the tokens was another improvement to the design. Note two fun tokens: the Kane token which players would have to carry and eject out of the airlock and my beautiful and highly realistic drawing of Jonesy.
 

Just like the movie, I wanted the game to have a big exciting finish. The final mission cards are just multi-stage objective cards, but they provided the flavor and tension that the game needed to end with a thrilling finish.


One last "easter egg" was this "bad noodle" objective card that I created as promotion to give out at conventions.  If you met me at Gen-Con or BGG con in 2022, you could have got one! "Bad Noodle" is a reference to description of the movie on the bootleg Chinese DVD.
 

I hope you enjoy this behind-the-scenes look at the making of ALIEN: Fate of the Nostromo!



Sunday, June 8, 2025

I Do My Own Stunts!



Back in 2023, I was diagnosed (for a second time!) with Hodgkin's Lymphoma - a blood cancer. While I was undergoing chemotherapy, I was placed on disability. That summer I missed several conventions - San Diego Comic Con and Gen-Con among them.

So I decided to hold my own convention! I sold comics, I gave away sketches and for the last day, I said "I will make an original tabletop game. I don't know what it will be but it will have dice and a ghost in it!" I ended up creating and posting the development of "Escape from Rotter Mansion" - a spooky dice game that 11 people bought sight unseen!


I had so much fun making Escape from Rotter Mansion that I decided to do make another original game while I was recovering from a bone-marrow transplant in 2024. This time I told people "I'm making a game that uses a wind-up monster." This time 31 people backed the game! That game was "Oh No! There Goes Tokyo!" and you can read about the development of the game here!


Oh No! There Goes Tokyo! turned out great (look for a big announcement regarding it soon!) and now I'm ready to make a NEW GAME!

This time  I want to make a game with meeples and about Hollywood Stunt People! I don't know much about the game... yet, but I will be blogging about the process - here and on my Facebook page - from the initial idea to the completed, shipped game which I call...

Here's where YOU come in. If you want to "back" a copy of the game, send me an EMAIL me here. 
 

A finished copy of "I Do My Own Stunts" will cost $65 each plus shipping. If you are an international customer, we will have to calculate shipping costs. The game is expected to ship in the late fall, I'm shooting for a pre-Christmas release. I would LOVE to have 51 customers this time! Please help by backing and spreading the word!

There are still many decisions about the game to make, but here are a few initial idea pages from my sketchbook.


  
Ready? Then let's get game this rolling! Welcome aboard!

Thursday, November 2, 2023

Can you ESCAPE FROM ROTTER MANSION?



Earlier this summer, I set myself a goal: to design a small run board game that had two professionally manufactured components. Up until this point I had never produced my own game, only having games created by publishers.
 

When I started, all I knew is that I wanted to make a game about a haunted house and it used dice.
I limited the production size to 10 games and charged $60 apiece for the game. I “sold out” in a half hour.
I set to work designing, having a fondness for push-your-luck dice games like Farkle and Zombie Dice; games that my family like to play.
 


The breakthrough came when I realized the Haunted House should be sideways not vertical. It evolved into a game where the players raced to exit the house before a ghost trapped them inside.
 

My family and friends playtested the game many times and realized something was missing. Adjustments to the rules were made and a mode where players found and lost treasure was added.
 

Now onto the production! Meeples were found overseas at a German wholesaler. Dice were bought from Chessex on Amazon. Coins were bought from an online shop. 
 


 
After looking at Meeple Source and a few other retailers, I realized that I wanted a custom-made meeple for the ghost meeple. I contacted a half-dozen manufacturers but ultimately went with Panda Games Manufacturing. They were great to work with and I was pleased with the results. 
 
 
I also wanted a cloth game map which I ordered through Contrado who was amazingly fast! Highly recommended!
 


I wanted to do something special for the box, but wooden ones were outside my budget so I gussied up a black cardboard box with a black velvet “coffin liner”. The lid holds a surprise for the owners, glow-in-the-dark ghosts!
 
 
The name of the game - ESCAPE FROM ROTTER MANSION - comes from my family’s original name, which was changed at the turn of the 20th century. 
 


The whole game was autographed and numbered in silver ink. And I managed to ship it off before my Halloween deadline. One buyer even received it on the holiday!
 

I think it turned out great. I had a lot of fun making this limited run game and will probably make another in the near future!