Podcast Archives - Board Game Design Lab · Gabe Barrett

The design process of one of the world's best designers, Corey Konieczka

·1 hr 8 min·5 clips
Battlestar Galactica began with a plane conversation about hidden traitors and paranoia.
The question is simple: how does a designer with several top 200 Board Game Geek titles get a game from spark to table? The host opens with Corey's rankings, but the good stuff is not the trophy case. It is the habits: rough notes, quick pieces, licensed worlds, and the moment when an idea starts to feel alive. Corey keeps coming back to playable work. He talks about jotting things down, sketching components, and getting out of the exciting-talk phase as fast as he can. Sometimes that means under a week. For the right kind of game, it can mean getting something on the table in a day. The first version can be ugly. That is fine. The point is to see whether play creates a clear feeling worth building around. Battlestar Galactica is the cleanest example. The setting pointed toward social tension, role play, likable and unlikable characters, and the emotion Corey names as paranoia. Once he found that center, the job got sharper: strengthen the mechanics that fed the paranoid table dynamic and cut the ones that wandered off. That is the real workshop lesson. A prototype does not prove the whole game works. It tells you whether the game has a pulse. The episode stays encouraging without turning misty. Corey talks about starting small, working repeatedly, and not waiting for permission. Make something with friends if that is the doorway. Keep making things, keep testing them, and let playable little experiments become the road toward selling a game or building a career.
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