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Designer/Developer Diary, Root

Root: The Marauder Expansion | Designer Diary 2 - Rats! Let’s Get Rowdy!!!

Back in October or so while I was struggling with Void Lich, Cole proposed to me that we trade projects. I would take a swing at the new Root project, like I had with Underworld, and he would try a new approach for Void Lich. I was a bit surprised as I knew he had come out of Underworld with a few ideas for major factions that he hadn’t had time to explore yet. But, I was happy to take a break from Void Lich and return to Root.

Designer/Developer Diary, Root

Root: The Marauder Expansion | Designer Diary 1 - Backstory

As with previous Kickstarter campaigns, we'll be posting a bunch of little articles about the design and development of the new content. This is always one of my favorite parts of the process, because it forces us to take an account of what we're up to. What exactly was going through our heads when we made that decision? Why on earth did we think that we should put that thing in a box and call it an expansion?

Designer/Developer Diary, Oath

Oath | Developer Diary: Keeping the Oath

We’ve made it to the finish line! Or one finish line, that is. A few days ago we received the pre-production proof, and yesterday we finished packaging up the final print files for Oath. In case you don’t know me, I’m Josh, a developer and editor on Oath.

Designer/Developer Diary, Oath

Oath | Designer Diary 18: Campaign Revisited

In mid July, Oath crossed a major development milestone: design lock. This means that all of the core systems are no longer subject to any change. I still have some work on the solo game ahead of me and want to take the cards through another round of editing, but the game is getting very close to being fully done.

Designer/Developer Diary, Fort

Fort | Development Diary 5 - UNBOXING

At Leder Games we spend a lot of time thinking about form factor and presentation, this diary is focused on finally sharing all that effort with you! Fort may technically be a "smaller" game for us but you'll notice we still pulled out all the stops.

Designer/Developer Diary, Fort

Fort | Development Diary 4 - Art and World Building

We’ve spent the last few weeks discussing Forts development process. focusing mainly on the mechanics, rules and usability. This week it’s time to discuss theme and art! So without further ado...

Designer/Developer Diary, Fort

Fort | Development Diary 3 - Icons and User Experience

When developing Fort, I think the icon system and layout were easily the most important parts of my job. Having played SPQF, I knew the mechanical structure of the game was already rock solid, but as I shared the game with others it became clear that the icons and layout often tripped new players up. Because they were spending so much time trying to parse their cards, they had less time to think about the actual gameplay.

Designer/Developer Diary, Fort

Fort | Development Diary 2 - Flow, Choice, and Conversion

Last week, Grant talked about the creation of SPQF as well as his goals for the design as a whole. Today, I'll mainly talk about my relationship with card games, why I have such a passion for them, and how that translated into the development of SPQF into Fort.

Designer/Developer Diary, Fort

Fort | Development Diary 1 - The Origins of Fort

To find the origins of Fort, we must excavate the tattered marble of antiquity. Though in this case it wasn’t marble, but wood. Still, a squirrel in a toga is close enough, and better than no toga at all. At least it is for this historical comparison to make any sense. Before Fort, there was SPQF.