Nick Bentley Makes Games
@nickbentley.bsky.social
Posts about game design.
Director of Game Design at Dolphin Hat Games (Taco Cat Goat Cheese Pizza), former President of Underdog Games Studio (The Trekking Trilogy), former Director of Online Marketing at North Star Games, former Neuroscientist.
Director of Game Design at Dolphin Hat Games (Taco Cat Goat Cheese Pizza), former President of Underdog Games Studio (The Trekking Trilogy), former Director of Online Marketing at North Star Games, former Neuroscientist.
I LOVE this:
"There exists a paradox in game design. You are simultaneously the most knowledgeable and least knowledgeable person about your game..."
🎲✂️(1/4)
"There exists a paradox in game design. You are simultaneously the most knowledgeable and least knowledgeable person about your game..."
🎲✂️(1/4)
November 11, 2025 at 3:24 PM
I LOVE this:
"There exists a paradox in game design. You are simultaneously the most knowledgeable and least knowledgeable person about your game..."
🎲✂️(1/4)
"There exists a paradox in game design. You are simultaneously the most knowledgeable and least knowledgeable person about your game..."
🎲✂️(1/4)
I’ve worked professionally in tabletop game design for 11 years.
I doubt I could have if I hadn’t shifted from prioritizing my own opinions to prioritizing others’.
It's the difference between auteur and commercial art.
To me, commercial art is no less artful, just different.
🎲✂️(1/2)
I doubt I could have if I hadn’t shifted from prioritizing my own opinions to prioritizing others’.
It's the difference between auteur and commercial art.
To me, commercial art is no less artful, just different.
🎲✂️(1/2)
November 9, 2025 at 6:02 PM
I’ve worked professionally in tabletop game design for 11 years.
I doubt I could have if I hadn’t shifted from prioritizing my own opinions to prioritizing others’.
It's the difference between auteur and commercial art.
To me, commercial art is no less artful, just different.
🎲✂️(1/2)
I doubt I could have if I hadn’t shifted from prioritizing my own opinions to prioritizing others’.
It's the difference between auteur and commercial art.
To me, commercial art is no less artful, just different.
🎲✂️(1/2)
A belief (which I can't prove):
In tabletop games, the best rulebooks are hard to recognize because they make complex games feel easier.
So we perceive them as average rulebooks for easier games rather than elite ones for harder games.
🎲✂️
In tabletop games, the best rulebooks are hard to recognize because they make complex games feel easier.
So we perceive them as average rulebooks for easier games rather than elite ones for harder games.
🎲✂️
November 5, 2025 at 2:23 PM
A belief (which I can't prove):
In tabletop games, the best rulebooks are hard to recognize because they make complex games feel easier.
So we perceive them as average rulebooks for easier games rather than elite ones for harder games.
🎲✂️
In tabletop games, the best rulebooks are hard to recognize because they make complex games feel easier.
So we perceive them as average rulebooks for easier games rather than elite ones for harder games.
🎲✂️
Tech tip for tabletop game designers:
For me, Data Merge for Figma (which requires a plugin called "Google Sheets Sync") is less fiddly and more reliable than Data Merge for Adobe products. It's AWESOME.
Made this deck and populated directly into print-and-play template with a click.
🎲✂️(1/2)
For me, Data Merge for Figma (which requires a plugin called "Google Sheets Sync") is less fiddly and more reliable than Data Merge for Adobe products. It's AWESOME.
Made this deck and populated directly into print-and-play template with a click.
🎲✂️(1/2)
November 2, 2025 at 3:36 PM
Tech tip for tabletop game designers:
For me, Data Merge for Figma (which requires a plugin called "Google Sheets Sync") is less fiddly and more reliable than Data Merge for Adobe products. It's AWESOME.
Made this deck and populated directly into print-and-play template with a click.
🎲✂️(1/2)
For me, Data Merge for Figma (which requires a plugin called "Google Sheets Sync") is less fiddly and more reliable than Data Merge for Adobe products. It's AWESOME.
Made this deck and populated directly into print-and-play template with a click.
🎲✂️(1/2)
Reposted by Nick Bentley Makes Games
Board game development tip:
Changes that allow you to remove rules from your rulebook without altering the core of your game are *usually* good changes. 🎲✂️
Changes that allow you to remove rules from your rulebook without altering the core of your game are *usually* good changes. 🎲✂️
October 28, 2025 at 12:54 PM
Board game development tip:
Changes that allow you to remove rules from your rulebook without altering the core of your game are *usually* good changes. 🎲✂️
Changes that allow you to remove rules from your rulebook without altering the core of your game are *usually* good changes. 🎲✂️
Reposted by Nick Bentley Makes Games
In today's video I talk about ways to level up as a game designer - practices I have seen in other designers and myself as they become more experienced and improve their craft. Hopefully useful whether you're just starting out, or reflecting on how far you have come!
youtu.be/qPWgQCNkRsM
🎲✂️
youtu.be/qPWgQCNkRsM
🎲✂️
How to level up as a game designer
YouTube video by Matthew Dunstan
youtu.be
October 21, 2025 at 8:02 AM
In today's video I talk about ways to level up as a game designer - practices I have seen in other designers and myself as they become more experienced and improve their craft. Hopefully useful whether you're just starting out, or reflecting on how far you have come!
youtu.be/qPWgQCNkRsM
🎲✂️
youtu.be/qPWgQCNkRsM
🎲✂️
My company's bestselling game is outselling UNO on Amazon.
Sales are similarly strong in all channels.
I just joined the company & played no part in this success, but I'm grateful to work at a publisher of one of Earth's bestselling games.
It affords a stability rare in this industry.
AMA 🎲✂️
Sales are similarly strong in all channels.
I just joined the company & played no part in this success, but I'm grateful to work at a publisher of one of Earth's bestselling games.
It affords a stability rare in this industry.
AMA 🎲✂️
October 22, 2025 at 5:52 PM
My company's bestselling game is outselling UNO on Amazon.
Sales are similarly strong in all channels.
I just joined the company & played no part in this success, but I'm grateful to work at a publisher of one of Earth's bestselling games.
It affords a stability rare in this industry.
AMA 🎲✂️
Sales are similarly strong in all channels.
I just joined the company & played no part in this success, but I'm grateful to work at a publisher of one of Earth's bestselling games.
It affords a stability rare in this industry.
AMA 🎲✂️
I design tabletop games because they help people feel close, and thus add a bit of love to the world.
I want to spread love, especially now, in a time of rising hate.
How to spread love in such a time?
I want to spread love, especially now, in a time of rising hate.
How to spread love in such a time?
October 11, 2025 at 3:29 PM
I design tabletop games because they help people feel close, and thus add a bit of love to the world.
I want to spread love, especially now, in a time of rising hate.
How to spread love in such a time?
I want to spread love, especially now, in a time of rising hate.
How to spread love in such a time?
These days it’s harder to find experienced players of any game, because there are so many games and few people dive deeply into any one.
This saddens me, because great strategy games can’t be appreciated without depth of experience.
We’re in a world that makes it hard for greatness to be noticed.
This saddens me, because great strategy games can’t be appreciated without depth of experience.
We’re in a world that makes it hard for greatness to be noticed.
October 8, 2025 at 8:06 PM
These days it’s harder to find experienced players of any game, because there are so many games and few people dive deeply into any one.
This saddens me, because great strategy games can’t be appreciated without depth of experience.
We’re in a world that makes it hard for greatness to be noticed.
This saddens me, because great strategy games can’t be appreciated without depth of experience.
We’re in a world that makes it hard for greatness to be noticed.
Reposted by Nick Bentley Makes Games
Less time in the rulebook serves everyone. 🎲✂️
October 7, 2025 at 5:15 PM
Less time in the rulebook serves everyone. 🎲✂️
Reposted by Nick Bentley Makes Games
This week's newsletter: We speak to @perryjon.bsky.social about his game Hot Streak.
Cheer anthropomorphised fish, bears and hot dogs to victory in @cmyk.games' tabletop mascot-race simulation.
thegenerationsgames.substack.com/p/jon-perry-...
Cheer anthropomorphised fish, bears and hot dogs to victory in @cmyk.games' tabletop mascot-race simulation.
thegenerationsgames.substack.com/p/jon-perry-...
Jon Perry on Hot Streak: 'You want to see crazy, unexpected stuff'
Cheer anthropomorphised fish, bears and hot dogs to victory in the UFO 50 co-creator's tabletop game mascot-race simulation
thegenerationsgames.substack.com
September 12, 2025 at 5:09 PM
This week's newsletter: We speak to @perryjon.bsky.social about his game Hot Streak.
Cheer anthropomorphised fish, bears and hot dogs to victory in @cmyk.games' tabletop mascot-race simulation.
thegenerationsgames.substack.com/p/jon-perry-...
Cheer anthropomorphised fish, bears and hot dogs to victory in @cmyk.games' tabletop mascot-race simulation.
thegenerationsgames.substack.com/p/jon-perry-...
Reposted by Nick Bentley Makes Games
Heard from a publisher yesterday:
"We're looking for family weight games that after playing once, kids can teach the game to other kids."
I'm going to start asking returning playtesters for any game to teach as much of it as they can to the other players. 🎲✂️
"We're looking for family weight games that after playing once, kids can teach the game to other kids."
I'm going to start asking returning playtesters for any game to teach as much of it as they can to the other players. 🎲✂️
September 13, 2025 at 11:27 AM
Heard from a publisher yesterday:
"We're looking for family weight games that after playing once, kids can teach the game to other kids."
I'm going to start asking returning playtesters for any game to teach as much of it as they can to the other players. 🎲✂️
"We're looking for family weight games that after playing once, kids can teach the game to other kids."
I'm going to start asking returning playtesters for any game to teach as much of it as they can to the other players. 🎲✂️
Reposted by Nick Bentley Makes Games
Now that I have some distance from my GDC talk, I think if I were to boil down my game design advice into a single sentence, it might be something like:
Focus less on adding stuff to your game, and more on developing connections between the stuff you already have.
Focus less on adding stuff to your game, and more on developing connections between the stuff you already have.
September 9, 2025 at 4:39 PM
Now that I have some distance from my GDC talk, I think if I were to boil down my game design advice into a single sentence, it might be something like:
Focus less on adding stuff to your game, and more on developing connections between the stuff you already have.
Focus less on adding stuff to your game, and more on developing connections between the stuff you already have.
Reposted by Nick Bentley Makes Games
I've long been a proponent of the "losing is fun" ideology of game design, paired with "every decision should matter." And now I'm thinking that even more than that, every player action should bring some sense of immediate delight. #gamedev 🎲✂️
Far more people will lose your game than win. Make sure your game is still fun even when players lose.
August 17, 2025 at 5:20 PM
I've long been a proponent of the "losing is fun" ideology of game design, paired with "every decision should matter." And now I'm thinking that even more than that, every player action should bring some sense of immediate delight. #gamedev 🎲✂️
Reposted by Nick Bentley Makes Games
Worker Placement, Deck Building, and Victory Points are three pillars of modern game design.
What other important building blocks would you say are discovered in the modern game design era?
🎲✂️
What other important building blocks would you say are discovered in the modern game design era?
🎲✂️
August 15, 2025 at 10:59 PM
Worker Placement, Deck Building, and Victory Points are three pillars of modern game design.
What other important building blocks would you say are discovered in the modern game design era?
🎲✂️
What other important building blocks would you say are discovered in the modern game design era?
🎲✂️
Reposted by Nick Bentley Makes Games
I noticed a really common pattern in co-op board games where players have to split their time between urgent tasks—which prevent a loss—and important tasks—which win the game.
I wrote more about it in an article.
🎲 ✂️ #boardgamedesign #boardgames
rossongames.com/urgent-impor...
I wrote more about it in an article.
🎲 ✂️ #boardgamedesign #boardgames
rossongames.com/urgent-impor...
Urgent & Important Tasks in Coop Games
The structure of many cooperative board games.
rossongames.com
August 16, 2025 at 12:35 AM
I noticed a really common pattern in co-op board games where players have to split their time between urgent tasks—which prevent a loss—and important tasks—which win the game.
I wrote more about it in an article.
🎲 ✂️ #boardgamedesign #boardgames
rossongames.com/urgent-impor...
I wrote more about it in an article.
🎲 ✂️ #boardgamedesign #boardgames
rossongames.com/urgent-impor...
Reposted by Nick Bentley Makes Games
In today's video I look into designing satisfying combos in games, the one rule I follow, and the advantages of following it!
youtu.be/D14N8VEBp-g
🎲✂️
youtu.be/D14N8VEBp-g
🎲✂️
The one rule I follow to design satisfying combos in games
YouTube video by Matthew Dunstan
youtu.be
August 12, 2025 at 8:16 AM
In today's video I look into designing satisfying combos in games, the one rule I follow, and the advantages of following it!
youtu.be/D14N8VEBp-g
🎲✂️
youtu.be/D14N8VEBp-g
🎲✂️
A good idea solves multiple problems at once.
August 9, 2025 at 10:54 PM
A good idea solves multiple problems at once.
Reposted by Nick Bentley Makes Games
My latest video talks about one of the things I have changed about my game design practice that has saved me the most time - minimising the work I do on a game before I test it.
youtu.be/Yy1c-57mvaU
🎲✂️
youtu.be/Yy1c-57mvaU
🎲✂️
One game design practice I've changed that saves me a lot of time
YouTube video by Matthew Dunstan
youtu.be
August 4, 2025 at 8:57 AM
My latest video talks about one of the things I have changed about my game design practice that has saved me the most time - minimising the work I do on a game before I test it.
youtu.be/Yy1c-57mvaU
🎲✂️
youtu.be/Yy1c-57mvaU
🎲✂️
Reposted by Nick Bentley Makes Games
This was a bit vague and esoteric, so I want to give a more concrete example, especially for folks who don't know my design history deeply.
When I used to have the "games are just a bunch of mechanisms tied to a theme" mindset, I would always be flummoxed by a familiar pattern.
🎲✂️
When I used to have the "games are just a bunch of mechanisms tied to a theme" mindset, I would always be flummoxed by a familiar pattern.
🎲✂️
I know I've said this before, but...
I used to look at games like this, as a collection of mechanisms held together by a theme.
I got WAY better at game design once I started seeing games as creative incentivization, with the intersection of theme and mechanism a vital part of the whole.
I used to look at games like this, as a collection of mechanisms held together by a theme.
I got WAY better at game design once I started seeing games as creative incentivization, with the intersection of theme and mechanism a vital part of the whole.
Not every board game treats its setting as a condiment. Some are designed to engage on historical, social, or polemical grounds. To evaluate such a game principally as a jumble of mechanisms would fail to engage with it as created, presented, intended, and, yes, as it plays.
August 1, 2025 at 9:48 PM
This was a bit vague and esoteric, so I want to give a more concrete example, especially for folks who don't know my design history deeply.
When I used to have the "games are just a bunch of mechanisms tied to a theme" mindset, I would always be flummoxed by a familiar pattern.
🎲✂️
When I used to have the "games are just a bunch of mechanisms tied to a theme" mindset, I would always be flummoxed by a familiar pattern.
🎲✂️
While working on a game, the designer becomes blind to what confuses new players.
But word-of-mouth is only possible for a game with a great first play.
So: frequent testing with first-timers is critical
(as is "blind testing" where players learn from the rulebook without help).
🎲✂️
But word-of-mouth is only possible for a game with a great first play.
So: frequent testing with first-timers is critical
(as is "blind testing" where players learn from the rulebook without help).
🎲✂️
August 2, 2025 at 2:19 PM
While working on a game, the designer becomes blind to what confuses new players.
But word-of-mouth is only possible for a game with a great first play.
So: frequent testing with first-timers is critical
(as is "blind testing" where players learn from the rulebook without help).
🎲✂️
But word-of-mouth is only possible for a game with a great first play.
So: frequent testing with first-timers is critical
(as is "blind testing" where players learn from the rulebook without help).
🎲✂️
Reposted by Nick Bentley Makes Games
Clarity! If you’re testing a new prototype you want to know if people like it. What works? What’s fun? You definitely don’t want players getting confused over your icons.
The key message is simple: maximum clarity in prototypes means maximum testing of the actual gameplay.
🎲✂️
The key message is simple: maximum clarity in prototypes means maximum testing of the actual gameplay.
🎲✂️
July 31, 2025 at 12:45 PM
Clarity! If you’re testing a new prototype you want to know if people like it. What works? What’s fun? You definitely don’t want players getting confused over your icons.
The key message is simple: maximum clarity in prototypes means maximum testing of the actual gameplay.
🎲✂️
The key message is simple: maximum clarity in prototypes means maximum testing of the actual gameplay.
🎲✂️
Reposted by Nick Bentley Makes Games
New post just dropped! For this one, I wanted to put together a list of ways to tweak your game. It's a thought exercise for some, but if you've been looking at your game and feeling stuck, try some of these to get it unstuck!
open.substack.com/pub/entrogam...
#gamedesign #boardgamedesign
open.substack.com/pub/entrogam...
#gamedesign #boardgamedesign
50 ways to tweak your game
How to dramatically change your game in one easy step.
open.substack.com
July 28, 2025 at 10:20 AM
New post just dropped! For this one, I wanted to put together a list of ways to tweak your game. It's a thought exercise for some, but if you've been looking at your game and feeling stuck, try some of these to get it unstuck!
open.substack.com/pub/entrogam...
#gamedesign #boardgamedesign
open.substack.com/pub/entrogam...
#gamedesign #boardgamedesign
Designers sometimes over-anchor to the satisfaction that comes when mechanics fit neatly.
But players generally care more about fun.
The ideal is fun AND clean, but no game is perfect, so we can't always have both.
🎲✂️
But players generally care more about fun.
The ideal is fun AND clean, but no game is perfect, so we can't always have both.
🎲✂️
July 26, 2025 at 5:16 PM
Designers sometimes over-anchor to the satisfaction that comes when mechanics fit neatly.
But players generally care more about fun.
The ideal is fun AND clean, but no game is perfect, so we can't always have both.
🎲✂️
But players generally care more about fun.
The ideal is fun AND clean, but no game is perfect, so we can't always have both.
🎲✂️
Reposted by Nick Bentley Makes Games
What makes a board game EXCITING? This is mostly a question for you -- I'm curious to hear thoughts -- but I'll tell you a little about what got me thinking about this 👇
🧵(1/4)
🎲✂️
🧵(1/4)
🎲✂️
July 25, 2025 at 2:46 PM
What makes a board game EXCITING? This is mostly a question for you -- I'm curious to hear thoughts -- but I'll tell you a little about what got me thinking about this 👇
🧵(1/4)
🎲✂️
🧵(1/4)
🎲✂️