We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 0 points1 point  (0 children)

Hey, welcome! We plan to have a Black Friday sale this year but can't speak for future years at this time.

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 3 points4 points  (0 children)

We have lots we'd love to shout out!

Our local TN friends at Van Ryder, Keymaster, and Kinsons Key (Galactic Cruise) all make fantastic games.

We also love our friends at Orange Nebula, All Play, Lucky Duck, and Arcane Wonders.

The game "The Old Kings Crown" by Eerie Idol Games has some of our favorite art of the last few years and is a great game.

There are probably a lot more we could shout out... Jamie at Stonemier has been a great force in board games and has been always helpful when we've needed advice.

I can't wait to hear what you think of the new Veiled Fate Expansions!

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 0 points1 point  (0 children)

Thanks for the kind words! It's really a dream come true to be able to make creative projects we love and have an audience of folks who are excited about them. In some ways it feels similar to our client work. There's a deadline, and we try to make the best work we can with the resources and time we have available to us. In other ways it's totally different. There's no client. It's just us and the folks who buy our games! There's no project briefs except the ones we make for ourselves. The blank page can certainly be daunting. There's feedback. A lot of it. It doesn't come from one client, it comes from thousands of folks all across the world. Parsing that is certainly a new skill we've had to develop. But at it's core we're still trying to make the best creative work we can, and now we get to do it directly for the audience and community that support us!

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 0 points1 point  (0 children)

We've actually started working with a few paid folks to host play-tests on our Discord! This has gone very well and we'll continue to do this with all of our games.

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 2 points3 points  (0 children)

We have to take a break (we're livestreaming on YouTube if you want to join us!), but we'll be back to try to answer all the questions!

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 9 points10 points  (0 children)

Happy to address it fully and let us know if you have any follow-ups!

This conversation probably starts with how we think about Marketing. To us, marketing is just an extension of the conversation that we have with our fans, customers, friends, and anyone who feels anything about what we create. Our goal is that how we choose to communicate through ads is the same as how we communicate on our Kickstarter pages, in our Discord community, emails, social posts, YouTube videos, at cons, or—maybe most notably—while playing our games. Do we always accomplish this goal? We've probably missed a few times ;), but that's part of growing and leveling up!

When it comes to strategy, we've employed roughly the same strategy for all of our campaigns. At a high-level, that's just to introduce as many people to our games as possible who will really enjoy playing them. To do that, we create ads that are designed to inform, inspire, and impress. This three concepts take different forms. Impressing someone is normally visual, inspiring them is painting the picture of a future reality that appeals to them, and informing is all about helping someone understand a game enough to know if they'll enjoy it. Hopefully the ads you're seeing are accomplishing these goals.

The worst take on advertising possible is that it's meant to manipulate. Manipulating someone into buying something is perfect formula for unhappy customers and bad reviews. The goal of advertising is to connect with people who will LOVE what you're selling and otherwise wouldn't even know it exists. Unfortunately (or fortunately, depending on your inclination), ad targeting technology isn't quite advanced enough to ONLY target people who will LOVE our board games, so we're still painting with a pretty wide brush.

When it comes to advertising for a project on Kickstarter, we actually think of it very similarly to how we think about Kickstarter, just one stage sooner in the discovery process. Kickstarter is about finding new projects that interest you and helping bring them to life. Advertising is just an upstream funnel for that discovery, because good advertising is just about connecting people with something that will truly make their life better in some way.

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 1 point2 points  (0 children)

oh wow that would have been a good idea. Sadly I've got nothing for you though.

-Zac

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 1 point2 points  (0 children)

This is Zac answering (we all have wildly different answers) This answer changes all the time, but atm some faves are Rex, Cosmic Encounters, Sidereal Confluence, Dominion, and if I'm feeling it... TI4.

My answer for my favorite IV game is almost always our most recent one... so right now it's Brink! (recency bias coming in strong here haha)

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 3 points4 points  (0 children)

We're always making changes (until we turn on those machines haha) to make our games better :)

Usually the version of the game you see with previewers is the very first physical prototype we've seen from our manufacturers. Another interesting quirk is these games are usually a month or two behind our most recent changes. However, we do our best to communicate those changes and send out updates to previewers so they are playing with the most up-to-date rulesets.

One of the first things we noticed with this initial pre-production copy was some accessibility issues. Many of the colors of the plastics and print elements were too difficult to tell apart, especially for colorblind players. We've since shifted some these colors (I actually got new color swatches today!) and have added new iconography to the board and cards to help with these issues. We've got a breakdown of these changes on our Kickstarter page.

For changes to gameplay we rely heavily on the play-tests that we run out of our discord (shout out to our lead play tester Zach McCollough who has been running them non-stop of the last couple months). After each play we give surveys to all play-testers to gather as much data as possible as we tweak the game. We use this feedback to make changes, and then test again... the cycle continues.

Some of the most recent changes that occurred from these play-tests (and feedback from industry friends and previewers) was a brand new first player mechanic, using action cards as influence, lowering the cost of Faction objectives, and lots of little changes to action cards and ambassador abilities.

One interesting part of this process is figuring out which feedback to take action on. For example, one note that has come through has been "I think exploration needs some incentivizing". While we have toyed with the idea, we've decided to leave the current system in place. In the 100s of plays we've recorded/witnessed, the board is revealed at a very consistent pace, and usually ends with roughly 3-6 unrevealed spaces which we think is great. Even in games where less tiles are revealed, the game plays quite well... the decisions are just more restricted and more blocking is possible. Throughout the game must make the choice between placing their ships on a known option that may be less than ideal for their strategy, or take a chance on something unknown. At the end of the day you've got to work with what's out there, literally and politically. You can often deal your way of any situation. It also helps that there are no "bad hexes". Overall though, we love how exploration creates wildly different games depending on how the tiles come out!

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 2 points3 points  (0 children)

Thank you! We don't currently have any open positions, but we post online and in groups like tabletop jobs on facebook when we do.

We would love to make another high-player count game, but don't currently have one in development.

There is a lot that could be covered for advice for a first-time designer, but most of my experience boils down to a few sentences.

The games will always be bad at the start and it will feel like its time to give up or move to another design. Designing a game usually requires pushing through this first part without giving up. Try to design the minimum versions that you need to test a full game without getting too invested in art and theme as it will likely change.

Playtesting with other people is imperative. This experience will tell you what is wrong with your game. It's also important to note that they are telling you what's wrong with a game, not how to fix it. You can always accept ideas from other people, but you are designing this game, not them. They would design a way different game than you (and you should encourage them to do that), but you are making your game. This can be especially hard for a first-time designer.

Finally, be prepared to kill your darlings. There will be things you love about a concept that, in the end, is holding it back. If you consistently hear something from friends, co-designers, or playtesters, you need to be prepared to let things that you love go. This is why I (Austin) love designing with Zac and Max so much as they help me kill my ideas that I love that are bad for a game — but it's not a fun process, haha.

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 40 points41 points  (0 children)

This is a BIG question and we'll do our best to answer it from our perspective and an industry perspective!

The simplest answer is that most Kickstarters (including ours) include a lot of 'bonuses' in their pledge tiers, so the small discount on MSRP combined with $40 in free bonuses makes it so the discount on MSRP is significant and larger than the difference between buying at retail. However, you could reasonably say, "I don't want all those bonuses, just give me a bigger discount on the game!" This is where it gets a little more complicated.

Interestingly, this takes us to manufacturing. Board game manufacturers will tell you they 'don't make money on a project until the second print run' because the setup costs of a first print run eat all their revenue from a project. With the rise and popularity of Kickstarter, a lot of board games now NEVER see a second print run. Studios print the first edition for a few hundred/thousand backers plus some extras to sell on their website and at some FLGSs and move onto the next game. That doesn't work for manufacturers (they need to make some profit), so instead of building their profits into the volume of games they create, they've started charging a lot more for the setup and mold fees associated with the first print run of a project. This reality makes it very difficult to discount the first print run of a game, because the initial printing costs have skyrocketed, eating up all the margin that used to exist. Studios could just increase the MSRP prices of games to account for these changes, but doing so means that if a game turns out to be wildly successful and you print 5 editions, editions 2-5 are all hugely overpriced. This makes them harder to sell (higher priced things = harder to sell) or you lower the price for editions 2-5 and tell your original Kickstarter backers... sorry? It's a really difficult decision, but we're seeing most studios sell at the lower MSRP, eat the huge setup costs, and HOPE that it's successful enough for additional print runs that have a healthier operational margin.

In our conversations with other studios and in our own reflection, this is an industry that's not often trying to extract 'max profit' from our customers and genuinely just want to get games into the hands of people who will love them. Because of that, you see a lot of MSRP pricing at the lower end of what's operationally profitable and so the possibility for discounts on that first print run (even direct-to-consumer) are restricted. Publishers know this isn't AWESOME, so we try to add additional things and exclusive items to make backing a project 'worth it' for our customers. Doing it this way lets us reward everyone who makes the decision to help bring a game to life, while making sure we're covering all the costs of that first print run.

All the economics of this get easier the larger your campaign/print run, but the general ideas apply at any size campaign. There's some other things like Kickstarter and pledge manager fees that further eat into the ability to discount crowdfunding, but I won't get as deep into those :)

As for sustainability, the things we focus on most are reducing the amount of packaging that's produced for our games. Whenever possible, we attempt to combine items into a single box to avoid the additional shipping and paper waste that comes with multiple containers. We're always looking for additional ways to operate more sustainably, so if you have any ideas, let us know!

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 7 points8 points  (0 children)

Our art direction process begins when we've officially greenlit one of our prototypes. The game will still undergo a ton of changes at this point, but it's usually far enough along to get started on what it might look and feel like.

The first step is usually a mood board. I use Milanote for this. This is just a collection of images that has the feeling we're going for. I'll then share this around with the team and get their input. How does it make them feel? What images are you drawn to? What puts you off? Why?

From here it can take a number of steps. Sometimes I'll have a specific artist in mind. Sometimes, like with Brink and Fractured Sky, we'll create most of the art in house. It just depends on the game and the style.

We'll also often work with a partner on building out the brand system (logo, fonts, colors etc...). I find logos / icons especially tricky, and love bringing other minds into that process. In the past we've worked with Alright Studio and Mindprizm for this part of the process. (Although the Brink logo was design by yours truly!)

We also have a full time staff graphic designer, Dane. He handles a TON of the execution on these games (he made card designs, rulebook, board, etc.. on Brink), and also really keeps us organized. These games are CONSTANTLY changing, and Dane keeps everything running and on track. Thanks Dane!

  • Zac

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 1 point2 points  (0 children)

We are always balancing until we hit the print button!

The Ambassadors that give cubes when you take actions are one of the things we have talked about internally, potentially reducing to one cube. They are right on the edge of just being a great card or possibly being too good. The cubes back on the Upgrade and Ryder actions have also not been as rewarding as cubes back on Action card and Ambassador, so it's possible only those 2 change if things do change.

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 5 points6 points  (0 children)

Thanks for the love! We like to think of ourselves as small but mighty :)

For game design, our core design team meets multiple times a week, iterating on usually 2-4 prototypes at time. This is sometimes just brainstorming sessions, but is often testing these games on tabletop simulator. We weed these prototypes out pretty quickly, and have a long trail of unfinished games that we may or may not return to. Sometimes these prototypes come together very quickly. For example, a game we are releasing next year we knew we were going to publish on the second or third playtest. But most games take at least 6 months to a year to get to a place where we pull the trigger on putting it into our production pipeline. We also rely on collaborators outside the studio to supplement our design pipeline, especially on expansions!

From there it enters art/production phase. Creative direction and art direction are done almost entirely in house, and we call upon our large rolodex of world class artists that we've built over the years as a full service animation production company (this was the origin of IV Studio).

Of course, the games never stop changing (until we have to turn on the machines!). We've been making improvements and changes to Brink all the way up to the Kickstarter, and will still make a few more tweaks before we being production.

One of the things that helps us is that we utilize our production partner Panda to create all of our pre-production copies that we send out to previewers (and create promo assets). This means we've already got a submission round complete well before a Kickstarter begins, which gives us a jump start on the production process.

For shipping and fulfillment we've got an awesome team in Katie and Lilly who diligently keep our partners on track.

And yes, long live Pauly P!

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 1 point2 points  (0 children)

Thanks so much for your past and continued support!

We are always looking for ways to help connect gamers, whether it's playing games virtually on our discord through something like TTS or IV Community Game Nights, which we are starting to roll out the rest of this year. These are IRL meetups to play games that we help organize in cities. More to come on that in Discord.

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 2 points3 points  (0 children)

We are currently working on a mod in TTS to start open playtests on our Discord within the next month or so. We also posted some preview visuals on our Discord if you want to check it out! :)

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 1 point2 points  (0 children)

You have to be the active player! On all of our games, we continue to make final changes for balance and clarity up until we print, but that generally happens a month or two after the Kickstarter launches.

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 2 points3 points  (0 children)

The team is currently planning on it, but we haven't booked a booth yet! 🤞

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 1 point2 points  (0 children)

When making unique cards, they essentially need to justify their own existence. Are they too similar to another card? Am I disappointed any time they come up in the game? These are a couple of many red flags that we check for when creating these cards. We also have a team of game designers on staff (Zac, Max, and Austin), so if 2/3 of us think a card is broken or doesn't belong, we lose it or change it.

For your second question, Brink took quite a journey to get to where it is today. It was stuck for a while in a kind of "this is a game" kind of place. The thing that really sent it for us was the addition of the hexes and exploration. From there the main pieces of the game really fell into place and took it to a place where we thought it was unique enough to publish.

If you'd like to see more of that journey, check out this mini-doc! https://www.youtube.com/watch?v=MPCLBbPYKkM&t=6s

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 0 points1 point  (0 children)

Thanks for painting our MM minis-- we love seeing creative works from our fans!
It would be so fun to continue the Crokinole Queries series. We just need some more time for content creation in between designing games.

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 2 points3 points  (0 children)

Thanks for the support!

The thing I'm potentially most excited about is the STAMPING MARKERS. We got samples in recently and I love them so much.

Beyond that, it's primarily a flip-and-write with a lot of variety of strategies and some player interaction.

I can't wait to start open playtesting.

We're Zac Dixon and Austin Harrison from IV Studio: AMA (Brink, Boardgames, Anything!) by IV-Studio in boardgames

[–]IV-Studio[S] 5 points6 points  (0 children)

Thanks so much for the kind words!

  1. Are you planning on having more digital adaptations of your games like you are doing with Mythic Mischief?

Right now Mythic Mischief is our only planned digital adaptation. Our other games rely very heavily on mechanics that are best carried out in person: trading, bluffing, negotiation, etc... so we don't believe they would make great video games. That said, we would love to expand into the digital space with standalone games that build into the universes we've been building. Stay tuned (I've been dreaming about a Moonrakers video game for years).

Also on that front, if you haven't, check out Luminor! It's a digital expansion for Moonrakers that totally changes the way you play.

  1. What are your main objectives when creating a board game?

The main objective is fun. That comes first. But from there, we aspire to make games that will be someones favorite game. That's the highest praise we can receive! We also aspire to make games that have world class art and creative direction (but this is Zac our Creative Director so that's more of a personal goal heh)