Tag Archives: game design

Elevator Interview: Sean Billson of Timeless Caverns

Here at BloodLetterPress, we’re all about supporting other designers and creatives like us in their kickass projects. One of the ways we do that is by interviewing these creators in the hopes that readers gain a deeper understanding of the ideas and the feelings that forged their work. But it’s also 2018, and we know that ain’t nobody got time to read a 3k word in-depth interview.

So here’s our solution; if someone can do an “elevator pitch” of a product, it’s also possible to do a carefully-curated interview in a similar time restriction; in this case, you can read this interview in the same amount of time it takes to get from the ground floor to the top floor of the Burj Khalifa in Dubai in their super-fast elevator.

Our subject is Sean Billson of Timeless Caverns production studio. They are the lead designer for Fuel Priest, a game that was just successfully funded on Kickstarter! We gave them five hard-hitting questions about their game to inspire and excite new fans, and to spotlight more local creators in our community.

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A Little Impostor Syndrome

Despite the fact that my game Jokers & Journeys has been part of the BLP catalogue since last November, I don’t consider myself a game designer just yet.  The reason why has something to do with this principle from Things We Think About Games: “Having played chess does not qualify you to answer ‘yes’ when you are asked ‘do you play chess?'”

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Xed by Design: Breath of the Wild and TRPGs

Welcome to Xed (Crossed) by Design, a new article series in which I’ll be examining a game feature that two different creative mediums have in common. In this inaugural post, I’ll be looking at the dynamics of puzzles and player interaction in Legend of Zelda: Breath of the Wild and table-top roleplaying games like Dungeons and Dragons.

Here I’m going to make a case that we can study Breath of the Wild to learn how to make better puzzles and encounters in table-top roleplaying games.

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Dev Log 2: Stars Fall Up (redesign 2.0 finalization)

This is the second Dev Log for Stars Fall Up. One good piece of criticism I got about the last Dev Log was that it was more about my personal philosophy on game design, rather than focusing on my process or the mechanics. It’s true, and the latter is where I want to be focusing with these Logs.

However, I’m also letting myself write about what’s buzzing about in my mind most, so a balance may have to be struck. This Dev Log is more about “game writing” than “game mechanics”, and I’m fine with that.

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Dev Log 1: Stars Fall Up (redesign 1.0)

So, I’m writing about working on my game while I should be working on my game. Great.

For those who haven’t seen it on our Current Projects page, Stars Fall Up is a TRPG I’m working on—or, more descriptively, a mini-RPG for Us Damn Millennials.

A design factor that’s been on my mind a lot with this project is simplicity. That’s the word my brain goes to, but the full concept has more facets than the word “simplicity” can portray. I’m talking about simplicity in the way of “stripped of non-essential fluff and mechanics”. It’s the minimalism of game design. To be honest, this kind of simplicity is my modus operandi for creating games; I want to make games that other people who have little to no knowledge of TRPGs can pick up and be encouraged, not daunted, to try them out. I want mechanics that don’t feel like they have to be comprehended like the rules of a board game before any kind of fun can begin.

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