Crunching the Cardboard: Analytics in Tabletop Gamedev

A balanced game doesn’t just appear out of nowhere! Every board game you own was broken at one point or another - nigh unplayable! So how did designers process data from testing, player feedback and the ongoing metagame to create the fun experiences you know today? Come and find out.


Jesse Clark [Lead Designer, Zephyr Workshop], Brian Fightmaster Neff [Game Designer, Waitress Games], Zachary Barash [Game Designer, Kingdom Death], Breeze Grigas [Director, Zephyr Workshop]