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Episodes
Game Design Unboxed features interviews with tabletop game designers on specific games or series of games they have created. Listeners will learn where the initial idea for the game came from, how the game developed over time and where the game is now after being published.
Game Design Unboxed features interviews with tabletop game designers on specific games or series of games they have created. Listeners will learn where the initial idea for the game came from, how the game developed over time and where the game is now after being published.
Episodes

4 days ago
GDU 141 - Inkwell
4 days ago
4 days ago
In episode 141 of Game Design Unboxed, we talk with librarian and game designer, Lewis Graye, whose game design journey began after relocating to Syracuse, becoming part of the local tabletop scene, and participating in a game design contest at a wedding.
They share the story of Lewis’ first published design, Inkwell, and its unexpected path to publication, which began as a playtest mechanic that DVC Games expanded into a full game whose theme was inspired by the animated movie, The Secret of Kells.
The discussion continues into the use of historical, open source inscriptions for content, the importance of balancing gameplay so it stays fun without becoming overly cutthroat, adapting designs to publisher constraints like box size and component changes, how player experience can shift depending on the group, designing escape rooms, the importance of getting a playable prototype to the table early, and how the salt in the Syracuse water yields some pretty great game designers.
Featuring:
Lewis Graye - Guest
Danielle Reynolds - Host

Tuesday May 05, 2026
GDU 140 - Wine Cellar
Tuesday May 05, 2026
Tuesday May 05, 2026
In episode 140 of Game Design Unboxed, we talk with Andrew Stiles, game designer and co-host of the podcast Tabletop Submarine, about how discovering GDU early in his design journey helped him better understand the tabletop space, and how a life reset during COVID (and a challenge to get a game signed in 6-months by his wife) sparked a career pivot into game design.
We talk about his first game, Wine Cellar, and how the inspiration came from his previous background as a sommelier, prompting him to lean into the “design what you know” mentality. Andrew talks us through key development decisions, such as scaling player counts, reworking card math, and how table space and visibility shape the player experience.
The episode also covers other topics, including the realities of breaking into the industry, the value of the UNPUB mentorship program, researching and targeting the right publishers, why smaller conventions are a great place to network for new designers, Board Game Arena (BGA) implementations, designing for non-gamers, and bad fonts that keep you up at night.
Featuring:
Andrew Stiles - Guest
Danielle Reynolds - Host

Monday Apr 20, 2026
GDU 139 - Side Effects
Monday Apr 20, 2026
Monday Apr 20, 2026
In episode 139 of Game Design Unboxed, we chat with Jade Shames and Ben Bronstein, co-founders of Pillbox Games and co-designers of this episode’s spotlight game, Side Effects.
They talk about how a mental illness–inspired card game idea (later titled Side Effects) sparked their collaboration and company, the power of bold visuals, why skeletons make perfect models, the balance between realism and accessibility, adjusting setup rules for varying player counts, and being innovative when it comes to product design for your games.
They also discuss homebrew variants, the all-too-familiar and disturbing medical side-effect warnings in commercials, and the hope that, if a misprint or typo occurs in print, it might become a collectible one day!
Featuring:
Jade Shames and Ben Bronstein - Guests
Danielle Reynolds - Host

Tuesday Apr 07, 2026
GDU 138 - Song Survivor
Tuesday Apr 07, 2026
Tuesday Apr 07, 2026
Featuring:
Edwin D. Benton II - Guest
Danielle Reynolds - Host

Tuesday Mar 24, 2026
GDU 137 - A Place for All My Books
Tuesday Mar 24, 2026
Tuesday Mar 24, 2026
Other topics in this episode include how games can adopt an audience or become a lifestyle experience, the feeling of being “typecast” as a designer, the definition of laundry day and frankenstein in game designer language and artwork differences for the same game in different countries.
Featuring:
Michael Mihealsick - Guest
Danielle Reynolds - Host

Tuesday Mar 10, 2026
GDU 136 - 3 Tricky Pigs
Tuesday Mar 10, 2026
Tuesday Mar 10, 2026
In episode 136 of Game Design Unboxed, we chat with freelance game designer (and Danielle’s co-designer on Tricky Kids), Steven Ungaro, who shares his “zero-to-three-games-in-a-year-hero” design journey.
They discuss how discovering hobby games led him down the research rabbit hole many aspiring designers fall into, and how resources like the long-running Ludology podcast have evolved over the years.
Because it is Steven’s specialty, the episode covers a lot about trick-taking games, including designing for “bad hands,” the genre’s popularity in the Midwest, and making it more accessible to non-trick-takers.
They also talk about how playtest feedback can shift your perspective on terminology, mechanics, and rule clarity, common phobias in games, matching art aesthetics to theme, and how players can rely on familiar stories (like The Three Little Pigs) when learning new games.
Featuring:
Steven Ungaro - Guest
Danielle Reynolds - Host

Tuesday Feb 24, 2026
GDU 135 - Stable Times
Tuesday Feb 24, 2026
Tuesday Feb 24, 2026
In episode 135 of Game Design Unboxed, we chat with freelance game designer Kristen Mott, whose game design journey began with creating games for her kids to play at home to supplement homeschooling.
We talk about how kids are great built-in playtesters, how her children’s interests were her thematic inspiration for designs, what kids learn through play, and the wild thematic evolution of Stable Times from a game about starfish, to tattooing sea monsters, to horses.
Other topics include how co-designing expands your skills, the value of feedback, her experience self-publishing, and the realities of waiting on contracts, ghosting, and publisher limbo.
The conversation also talks about adding personal Easter eggs to your game and the collection of real horses featured in Stable Times.
Featuring:
Kristen Mott - Guest
Danielle Reynolds - Host

Tuesday Feb 10, 2026
GDU 134 - Wispwood
Tuesday Feb 10, 2026
Tuesday Feb 10, 2026
We discuss why design contests like the ones on BGG are a great starting point (structure! deadlines!), how an UNPUB speed-pitching event helped Reed get on publishers’ radar, and the eerie folklore behind Wispwood, inspired by his fascination with the ghostly forest lights known as Ignis Fatuus.
We also cover what it’s like working with publishers, from building relationships to how pitches move through design and development teams, why having multiple themed prototypes matters, and the challenge of designing a solo mode that stays true to your game.
This episode also opens with a brief bonus interview previewing March’s upcoming UNPUB Festival, an annual event hosted by the volunteer organization UNPUB focused on unpublished games and designers. The intro-chat highlights the event’s offerings, from industry-led panels and workshops to large-scale playtesting opportunities. Check out the convention March 12-15, 2026!
Featuring:
Reed Ambrose - Guest
Danielle Reynolds - Host

Tuesday Jan 27, 2026
GDU 133 - Honey Buzz
Tuesday Jan 27, 2026
Tuesday Jan 27, 2026
In episode 133 of Game Design Unboxed, we chat with game designer and Creative Director Paul Salomon about his innovative worker placement and tile-laying game, Honey Buzz. The conversation covers the creative path that led him from math, music, and juggling into tabletop game design, the balance between aesthetics and mechanics, designing with math in mind, and why a strong elevator pitch that clearly defines your game’s core theme and mechanics is essential when pitching.
The episode also includes a thoughtful discussion on collaboration and co-designing, the differences between game designers and game developers, and the sometimes awkward conversations that can come with crediting creative work.
Featuring:
Paul Salomon - Guest
Danielle Reynolds - Host

Tuesday Jan 13, 2026
GDU 132 - Season 6 Recap
Tuesday Jan 13, 2026
Tuesday Jan 13, 2026
In episode 132 of Game Design Unboxed: Inspiration to Publication, Amanda Rivera returns from behind-the-scenes to behind-the-mic as a guest host to chat with Danielle about GDU's sixth season. They talk about how thematic season 6 was, recall insights about arguably one of the most common questions in game design (to pitch or self-publish), share how designers make games accessible and approachable, comment on the power of networking in the tabletop community, and share more about the amazing games and guests who were featured this season.
Danielle also shares previews of her upcoming games and expansions, discusses the trials and tribulations of the gaming industry in 2025, and highlights trends she's noticed on the horizon.
Other interesting highlights from the season six recap:
- How games can inspire connections between people (especially cooperative games that link players together with a common goal).
- Networking, networking, networking!
- How Amanda always needs to know the flavor text for who the first player is.
- Danielle explains the definition of her term "art correction" rather than art direction.
Featuring:
Danielle Reynolds - Guest
Amanda Rivera - Guest Host
