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eanderssonsunden.bsky.social
Works as a Board Game Designer (Whirling Witchcraft and Hungry Monkey) and an Applied Nuclear Physicist.
304 posts 317 followers 325 following
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Thank you. :)
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In my opinion, it's important to iterate gradually as you learn, then take bigger swings once you know what you are personally looking for. This is more similar to how I work now, after several years. Being uncomfortable is an important part of growth!
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That is how I operated before. It takes you to good places too! Keep on doing what works for you! <3
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Oh wow! Funny you came to the same metaphor. This is one of my favorite design videos ever: youtu.be/o5K0uqhxgsE?...
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No no. I've seen this video and was highly inspired by it. I love it! What I meant to highlight with my post is that I think this video is not talking about the effort it takes with this strategy. :)
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Could you please link me to it? Because I can't find it! My main message here is that it is a demanding task to stay in the uncomfortable zone as long as possible. <3
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I guess it takes some confidence. I allow myself to think: I know that I can fix this game if I just give it enough time and decide on the best "fishing spot".
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Thank you! 🙏
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😵 This takes guts! Playtests will fail. You’ll get feedback that the game "isn’t working"—again and again. And it’s uncomfortable. But staying in that discomfort for longer lets me craft something truly great. Try it! Stay uncomfortable a bit longer. 🏗️🔥 (6/6)
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🚤 Imagine game design as fishing. Before, I let feedback (the wind) guide me to the best fishing spot. Now, I force my boat into very different waters, collecting data from everywhere. Only after exploring many locations do I decide where the best fish are. 🎣 (5/)
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⚒️ Each iteration is a massive change—new systems, new cards, new actions. I push the boundaries of the design space before I even think about refining the game. Only once I’ve explored enough do I start assembling a "Frankenstein’s monster" of the best ideas. 🧩 (4/)
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🔄 The goal isn’t to make the game “good” immediately. Instead, I explore different facets of the design. What moments feel great? What mechanics feel weak? I’m not chasing perfection—I’m probing the design space to find where the game truly shines. (3/)
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🎯 Instead of just reacting to feedback, I now frame my design space from the start. I define the core idea I want to explore. And when I iterate, I don’t just tweak the game—I change it A LOT, while keeping it inside the frame of my original vision. (2/)
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What kind of game did he design? :)
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boardgamegeek.com/image/874705...
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Thanks! 🙏
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boardgamegeek.com/boardgame/43...
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Thank you!🙏
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Ha ha! I think we talked about it the first time more than a year ago! I’m glad you liked it! ❤️
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Ha ha! I would love to try it! Christian, one of the designers of AA, and I have a design together. Ravensburger will release it later this year. :D
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Please remind me in two weeks! ❤️
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I can probably show it on a digital platform in a few weeks if you wish? :D
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Thank you for playing!
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Yay again! boardgamegeek.com/video/536538...