Episodes

  • Ross Thompson—Real-World Marketing, Influencer Strategy, and Building Community That Lasts (#102)
    Apr 23 2026

    Ross Thompson is a marketing strategist focused on helping tabletop games and consumer brands grow through real-world connection. A veteran of the industry with over 15 years of experience in community building, events, and marketing, he most recently served as Director of Marketing at Atomic Mass Games, where he worked on titles like Star Wars: Legion, Marvel Crisis Protocol, and Star Wars: Shatterpoint. He now serves as Media and Events Director on the board at GAMA, focusing on strengthening the industry through better events and stronger connections between creators, retailers, and players. In this episode, Ross shares practical strategies for building real-world communities, working with influencers more effectively, and finding the right retail partners to support long-term growth.

    If you’ve ever had a game idea but didn’t know how to turn it into a real, playable design, my Design Labs program walks you through the entire process. With 60+ lessons, practical assignments, and a private Discord community, you’ll learn how to move from inspiration to prototype, playtesting, iteration, and publishing.



    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    1 hr and 13 mins
  • Drew Corkill — Design Solo Game Systems, Speed, and Shipping at Scale (#101)
    Apr 2 2026
    About DrewDrew Corkill is a UI/UX designer with nearly 15 years of experience and a deep background in graphic design, who has quietly become one of the most prolific creators in tabletop gaming. Alongside Gabe Barrett, Drew is the driving force behind the “Solo Game of the Month” initiative, he’s launched more crowdfunded games than almost anyone in the industry, building a system that prioritizes speed, iteration, and consistent output. Drew first connected with me as a student in the Think Like a Game Designer Course, where his early work on Small Time Heroes evolved into a breakout success with multiple expansions and campaigns. In this episode, Drew shares how his background in UX shapes his approach to game design, what makes solo games uniquely powerful, and how community, structure, and relentless iteration can turn creative ambition into a sustainable career.Justin’s Ah-Ha Moments:* Threats, Timers, Treats: Drew had one of the clearest frameworks I’ve heard for solo game design. If you want a solo game to generate excitement, you need pressure (threats), urgency (timers), and reward (treats). Miss one, and the whole thing feels more like a puzzle than a game. This is a simple checklist, but it’s deceptively powerful.* You Don’t Build Alone: What stood out to me in Drew’s story is how much of his success came from the environment around him. Community, feedback, and deadlines are force multipliers. Left on your own, it’s easy to stall, but put yourself in a room with people who are building, and everything speeds up. This is true whether it’s a course, a group, or just a few people you trust.* Cut to the Experience: When you take something digital and try to make it physical, all the excess gets exposed. You can’t rely on automation or hidden math, instead you have to decide what actually matters. Drew’s approach is to strip things down until the fun is obvious. That’s a useful lens for any design. If something is slowing the player down without adding value, it’s probably not pulling its weight.If you’ve ever had a game idea but didn’t know how to turn it into a real, playable design, my Design Labs program walks you through the entire process. With 60+ lessons, practical assignments, and a private Discord community, you’ll learn how to move from inspiration to prototype, playtesting, iteration, and publishing.Show Notes:“I was like, well, I’ll just make my own version of what I want.” (00:07:01)This is one of those deceptively simple origin moments. Drew couldn’t find the experience he wanted, so instead of waiting, he built it. That impulse, where you’re moving from consumer to creator, is where a lot of design careers actually begin. If something feels missing in the games you’re playing, consider it a compass, and try to fill the gap.“If it’s distracting from the fun […] then it’s a baby that has to be killed.” (00:27:30)This is Drew being brutally honest about design discipline. It’s easy to fall in love with clever mechanics, complex systems, or ideas that felt great during development, but if they slow the game down or pull players out of the experience, they have to go. Prioritization is key, because not every good idea belongs in the final product. Remember, most of the time you should be removing anything that doesn’t serve the core experience, no matter how much time you’ve invested in it.“To design a solo game is much easier than it is to design a multiplayer game.” (00:42:47)Drew loves to design solo games. Late in the conversation, he gets tactical about why his “game a month” system works. Solo games reduce complexity, which makes them faster to design, test, and ship. Solo games are easier to iterate on, because until very late in the process, you are the only designer and playtester needed to refine the prototype.You can find Think Like a Game Designer on these platforms:* Apple Podcasts* Spotify* Youtube This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    1 hr and 2 mins
  • 50 Episodes of Game Design Wisdom
    Mar 18 2026

    Guests featured:

    * Keith Baker

    * Monty Cook

    * Raph Koster

    * Richard Garfield

    * John Zinser

    * Elizabeth Hargrave

    * Eric Lang

    00:03:06 — Keith Baker

    Lesson: Creating a world that becomes a playable game.

    Baker explains how he designed the Eberron setting and why fantasy worlds need recognizable hooks that players can quickly understand.

    00:17:31 — Monty Cook

    Lesson: How RPG worlds and systems come together in design.

    Cook discusses the process of building role-playing games and the interplay between storytelling, mechanics, and player experience.

    00:23:24 — Raph Koster

    Lesson: Designing games through structured creative practice.

    Koster explains his ideation process, how he takes notes and prototypes ideas, and why constraints and deliberate practice help designers develop new game concepts.

    00:33:18 — Richard Garfield

    Lesson: Spend your “complexity points” wisely.

    Garfield talks about balancing innovation and accessibility, emphasizing that too much novelty can make games harder for players to understand.

    00:40:33 — John Zinser

    Lesson: A successful game needs a strong hook.

    Zinser explains how publishers evaluate games and why clear differentiation is critical when pitching or launching a new title.

    01:04:36 — Elizabeth Hargrave

    Lesson: Passionate themes can unlock new audiences.

    Hargrave discusses how Wingspan succeeded by pairing a unique theme with mechanics that reinforce that theme.

    01:17:03 — Eric Lang

    Lesson: Great games come from iteration and cutting what doesn’t serve the design.

    Lang discusses engine design, playtesting, and how cohesion between theme and mechanics strengthens a game.

    If you’ve ever had a game idea but didn’t know how to turn it into a real, playable design, my Design Labs program walks you through the entire process. With 60+ lessons, practical assignments, and a private Discord community, you’ll learn how to move from inspiration to prototype, playtesting, iteration, and publishing.

    Learn More at JustinGaryDesigns.com



    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    1 hr and 57 mins
  • Eric Lang — Designing for Payoff, Ritual Play, and Returning to Your Roots (#100)
    Feb 17 2026

    About Eric Lang

    Eric Lang is one of the most influential designers in modern tabletop gaming, known for bold thematic systems and highly interactive play. Over his career, he has designed or co-designed titles including Blood Rage, Rising Sun, Ankh: Gods of Egypt, Chaos in the Old World, and numerous licensed and collectible card games. His work spans hobby and mass-market audiences alike, blending deep strategic frameworks with strong narrative identity. In this episode, Eric shares how he approaches conflict-driven design, why player psychology matters more than mechanics alone, and what it takes to build games that feel both competitive and emotionally resonant. If you’re interested in designing for tension, identity, and memorable table moments, this conversation offers a masterclass from one of the industry’s most distinctive voices.



    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    1 hr and 24 mins
  • Theresa Duringer — UI as Game Design, Onboarding Without Friction, and the Ethics of AI (#99)
    Jan 29 2026

    Theresa Duringer is the owner and CEO of Temple Gates Games, a San Francisco–based digital board game studio known for best-in-class adaptations of modern tabletop games. Her team has brought Ascension to VR and developed acclaimed digital versions of Dominion, Race for the Galaxy, Shards of Infinity, and more, with a relentless focus on speed, clarity, and intuitive UI. Theresa works closely with designers and publishers to translate complex tabletop systems into digital experiences that feel natural, responsive, and faithful to the original games, helping players around the world connect and play together online. In this episode, she shares insights on what makes a great digital adaptation, why performance and UX are inseparable from game design, and how to bridge the gap between physical and digital play without losing what makes tabletop special.



    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    1 hr and 19 mins
  • Jaimie Wolanski — Tough Truths, Retail Realities, and How Games Create Connection (#98)
    Jan 15 2026

    About Jaimie

    Jaimie Wolanski has over 20 years of experience in the games industry, with a career spanning major brands and mass-market hits. She’s worked as a sales rep bringing games into stores like Target and Barnes & Noble, and has helped launch titles like Shopkins, Catan, Ticket to Ride, Bananagrams, and Exploding Kittens. She even worked with Justin to bring You Gotta Be Kitten Me to market. In this episode, Jaimie shares what it takes to succeed in a crowded space, how to build teams you can trust, and why knowing when to let go of a project can be just as important as seeing one through. If you care about the business of games—especially the part that happens after the prototype—this conversation is packed with sharp insights and real-world experience.



    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    1 hr
  • Vlaada Chvátil — Designing for Joy, Building Great Games, and Letting Quality Do the Marketing (#97)
    Dec 18 2025

    About Vlaada

    Vlaada Chvátil is one of the most influential game designers of the modern era. As the creative force behind classics like Through the Ages, Codenames, and Galaxy Trucker, and a co-founder of Czech Games Edition (CGE), he’s built a career defined by curiosity, craft, and an uncompromising commitment to making games he actually wants to play. Vlaada’s path—from programming and digital game development to shaping some of the most enduring tabletop designs of the last 20 years—has given him a rare perspective on iteration, collaboration, and long-term creative sustainability. In this episode, we explore how he chooses projects, why great development beats marketing every time, and how designing for joy has fueled both his games and his company.

    Ah-Ha Moments

    We Sell Games So We Can Make Games: Vlaada reframes the entire business of game design. The purpose of publishing is to fund the next act of creation, not to chase sales targets. This mindset frees designers to make bolder, more honest games, because success is measured by creative momentum, not quarterly performance.

    The Best Marketing Is Ruthless Investment in Development: CGE spent its early years with no marketing team at all, because they didn’t need one. Vlaada’s long-term strategy is simple and difficult: invest heavily in development and let quality do the work. Great games create their own momentum. Word of mouth, sustained sales growth, and long tails are the natural result of excellence.

    The Golden Rule of Collaborative Design: When collaborators disagree, Vlaada avoids persuasion entirely. Instead of fighting to prove one idea right and the other wrong, the goal is to find a third solution neither person originally proposed, but that both genuinely like. This reframes disagreement as a creative engine, not a conflict, and almost always leads to stronger, more resilient designs.



    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    1 hr and 11 mins
  • Carly McGinnis — Startup Scrappiness, Trusting Your Team, and the Rhythm of Leadership (#96)
    Dec 4 2025

    About Carly

    Carly McGinnis is the driving force behind one of the fastest-growing tabletop companies in history. As CEO of Exploding Kittens, she’s helped lead the company to over 25 million games sold and dozens of successful launches, all while keeping the promises of the most-backed crowdfund ever. Carly’s path—from surviving the Hollywood talent-agency grind to building a global game business—has given her a rare blend of resilience, humor, and no-nonsense leadership. In this episode, we discuss how she scales teams, navigates creative chaos, and builds a culture that can actually deliver on big ideas.

    Related episodes with Elan Lee, Creator of Exploding Kittens

    Justin’s Ah-Ha Notes:

    * Slow Down to Grow Faster: Carly reminds us that speed isn’t the same as progress. When you rush just to keep moving, you create confusion, rework, and stress that ultimately slow you down. The real skill is learning to pause long enough to think clearly, set the right priorities, and avoid doing things simply for the sake of doing them. When you give yourself and your team permission to slow down, you actually create the conditions to grow faster and make better decisions.

    * Define “Good Enough” and Move Forward: One of Carly’s superpowers is knowing when to push and when to ship. Perfection can quietly kill momentum, especially inside a fast-scaling company. By clearly defining what “good enough” means for a project, she empowers her team to keep moving, learn in the real world, and avoid getting stuck polishing details that don’t matter. Progress comes from clarity and clarity starts with setting a bar everyone understands.

    * Leadership Is Repetition: Carly makes this point beautifully: leadership isn’t about a single breakthrough moment, it’s about reinforcing the fundamentals again and again. Whether it’s reminding the team of the mission, encouraging fast feedback loops, or surfacing hard conversations, the job is to repeat what matters until it becomes part of the culture’s DNA. A great leader is patient, and presents enough to help their teams grow in the right direction.



    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    1 hr and 23 mins