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!



Thursday, December 25, 2025

I DO MY OWN STUNTS Update 25

I DO MY OWN STUNTS Update 25

The wheels of production are turning!     

    

According to the good people at GAMELAND, all components for I DO MY OWN STUNTS will be completed, packaged and shipped on January 23rd 2026! Thanks for your patience!

  

And if you are attending First Play Los Angeles at Geeky Teas & Games in Burbank this Saturday 27th, I will bringing a copy of the game with me to show off! I hope to see you there!

Merry Christmas everyone!

Sunday, December 7, 2025

I DO MY OWN STUNTS update 24

 

I DO MY OWN STUNTS update 24
Printer samples from Gameland showed up today and I couldn't be more pleased! Apart from a few typos (thanks for proof reading Brenda Lee Rogers!) everything is as it should be. 
Corrected files have been submitted. Once they are good with that, I will give the go-ahead to the printer and hopefully things will move into full-production!


It's hard to believe that I only started this project six months ago! The game should be ready to go probably by the beginning of the year. 
Thanks for your patience and support!

I DO MY OWN STUNTS update 23

I DO MY OWN STUNTS Update 23
 
 
"Production delays" is not a phrase that backers like to hear, but unfortunately, it is a reality to most projects.

Small set backs have beset the project, resulting in longer production time. The good news is that they are easily resolved, but communication time between the US and China is the biggest hurdle.
 
 
To their credit, my Chinese manufacturing partners at Gameland are doing a great job of communicating as frequently and as clearly as possible. They have shared images and videos of issues clearly so I can resolve them quickly. And they have been very generous in making production changes that would normally cost extra money.
 
But even fixing minor tweaks, like color or printing issues can take a week rather than days. It's just the reality of doing business overseas.

 
Unfortunately, the game will not get to backers by November as first estimated. I'm hoping for December or at the worst, January. Apologies for that.
 
 
But we're close.

Monday, September 15, 2025

I DO MY OWN STUNTS Update 22

 I DO MY OWN STUNTS Update 22

 
 
There are two types of graphics used to draw on computers: Vector - which creates points in space and has the computer draws lines to them - as seen in the game "Battlezone" and Raster - which requires the user to draw using pixels to create images - as seen in the classic arcade game "Donkey Kong". 


When I started my career in video games I learned how to use raster-based drawing tools like Adobe Photoshop, which you use to create and alter pictures using pixels. The alternative tool was Adobe Illustrator - a vector based tool that I found to be very un-intuitive and fiddly to use. I've been a "photoshop guy" for forty years and I was pretty happy with that choice... until this week. 
 
 
You see, in order to create custom meeples, you need to create SVG files. SVG stands for "Scaleable Vector Graphics" and to create vector graphics you need to use Illustrator. 
 

These meeple images might appear very simple to you, but they took me hours of trial and error to create. I'm still not sure that I like them, but I've got to get moving on this game and I can't let a little thing like my own ignorance stop me. 
 

The other big task this week was getting all the assets ready for the printer. This means taking all of the images and putting them in a LONG PDF file. I don't know what the printer will do with them. Perhaps they can send me photos. 
 

I'm really out of my comfort zone with both of these processes, but that's why I'm doing this, to learn how everything it takes to make board games.