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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

Tuesday Feb 10, 2026
GDU 134 - Wispwood
Tuesday Feb 10, 2026
Tuesday Feb 10, 2026
In episode 134 of Game Design Unboxed, we chat with first-time game designer Reed Ambrose about his family-weight, tile-laying game Wispwood.
Reed shares how his journey began with BoardGameGeek (BGG) contests just for fun, and how collaborating with published designers pushed his craft forward and helped him take design seriously.
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previewing March’s upcoming UNPUB Festival, an annual event hosted by the volunteer organization UNPUB focused on unpublished games and designers.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!
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
Version: 20241125

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