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.

Panelists

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