エピソード

  • 100 – 100 Episodes of Making Games
    2026/09/02
    100 episodes! In this special anniversary episode, I take a look back at the journey that started in 2018. From nervously recording my first interviews to building Nerdlab Games and working on games like Mindbug, Agent Avenue, and Final Titan. I’ll share some things I’ve never talked about before, the biggest lessons I’ve learned about game design, development, and publishing, and how my focus has changed over the years. And most importantly: what’s next? For me, for Nerdlab Games, and for this podcast. Expect more behind-the-scenes development stories, designer diaries, industry insights, interviews, and hopefully a few new game design experiments along the way. Thank you for being part of the journey. To the next 100 episodes!
    続きを読む 一部表示
    32 分
  • 099 – Mindbug Survey – How you saved us from making Mindbug worse
    2026/05/19

    In today’s episode, I’m going to walk you through the results of a Mindbug survey we ran last year, and explain how those insights shaped some of the most important design decisions we made for the future of Mindbug.

    This is a great example of why I believe it’s incredibly important to involve your players or at least your players feedback in key design decisions. If you’re a game developer or if you work in any field where you serve passionate customers, I think actively including them in your process is extremely valuable, and it’s something we definitely want to do even more in the future.

    Check out the new Mindbug Dinopunk campaign we built with your feedback from the survey: https://gamefound.com/projects/marvin-hegen/mindbug-dinopunk?refcode=Z02pRGkGMkGxnicXOqxiZQ

    続きを読む 一部表示
    39 分
  • 098 – The Secret Formula Behind Successful Card Games
    2026/04/24

    In this episode, we explore why some card games thrive for years while others disappear after just a few releases.
    We break down the key drivers behind long-term success in card games: from metagame evolution and strategic depth to community engagement, competitive play, and emotional connection.

    And then we make it practical:
    How can these principles be applied to designing our own card games?
    What design choices create lasting replayability, variety, and meaningful decisions?

    If you’re designing your own card game or want to better understand what keeps players coming back, this episode is for you.

    Topics covered:

    • Metagame evolution & mechanical innovation
    • Supporting different playstyles and formats
    • Community, theorycrafting & content
    • Product rhythm and long-term design thinking
    • Applying these ideas to Mindbug

    Enjoy the episode and as always:
    Keep designing & keep nerding like a boss.

    An example we often use in this episode is our new Mindbug Dinopunk campaign: https://gamefound.com/projects/marvin-hegen/mindbug-dinopunk?refcode=YdIpSLo0fEuZkVFtJPpQ6g

    続きを読む 一部表示
    32 分
  • 097 – Life of a Game Designer with Chris and Christian Kudahl
    2025/09/12

    Welcome back to The Nerdlab, where we transform our love for gaming into powerful game designs and uncover the secrets of what makes games truly shine.

    In this special episode, things are a little different: Marvin hands over the microphone to Chris, who takes the lead as interviewer. Why? Because today, the spotlight is on Christian Kudahl, co-designer of Mindbug and long-time creative partner at The Nerdlab.

    While Marvin has been busy building the publishing company behind the scenes, Christian has gone all-in on the art and craft of game design. In this conversation, Chris and Christian dive deep into the various aspects of a game designer’s life.

    続きを読む 一部表示
    58 分
  • 096 – Nerdlab Games – Behind the Scenes of Publishing Board Games
    2025/08/07
    Chris, a podcast listener and fellow game designer, reached out wondering why there hadn’t been any new episodes lately. He generously offered to take on the role of interviewer for this episode, giving listeners an exclusive behind the scenes look at what’s been happening at Nerdlab Games over the past two years. We are talking about Game Design processes and our tasks and role as a small publishing company. I am incredibly grateful to Chris for the idea and for bringing this episode to life.
    続きを読む 一部表示
    1 時間
  • 095 – Designer Diary for Mindbug Beyond with Richard Garfield, Christian Kudahl & Skaff Elias
    2023/04/21

    In this episode, I discuss with Richard Garfield, Skaff Elias and Christian Kudahl about the design process of Mindbug Beyond.

    Support our Current Kickstarter Campaign for Mindbug Beyond:

    Mindbug Beyond Kickstarter Campaign

    続きを読む 一部表示
    51 分
  • 094 – Mindbug Kickstarter Lessons Learned
    2023/01/03
    Hello everyone and happy new year. Today we have January 2nd and I have a special guest today. It is my co-designer and friend Christian Kudahl. Hi Christian and welcome to the show. Today we’re going to be looking back at the year 2022, and reflecting on our very first Kickstarter campaign for the game, Mindbug. For those who may not know, Mindbug was a project that was funded on Kickstarter in 2021. For us, the Kickstarter campaign was a huge success, raising almost $400,000 from more than 10.000 backers all over the world. This was way more than we anticipated and it allowed me to fully realize the vision I had for Nerdlab Games and turn this from a Hobby Podcast into a Games Publishing Company. We spent the entire year 2022 designing, producing, and fulfilling Mindbug. Unfortunately, this also led to a shift in priorities and I no longer had as much time for the podcast. It always makes me sad because without the podcast the game wouldn’t have happened in the first place and I’m incredibly grateful for all the support from you throughout the journey. Anyway, that’s one of the reasons why we wanted to review 2022 and talk about the lessons learned from the Kickstarter campaign here on the podcast. Let’s start with a few things that went well: The campaign started very strong with a lot of backers in the first minutes and hours. I think this had some reasons. 1. You, the podcast audience who supported us from the very first second2. Our Newsletter List3. The influencers posting their updates about the game 4. Low barrier of entry (compared to many other Kickstarter campaigns the price of 15 € for the first pledge level was very low. 5. And of course that being a Richard Garfield Game helped a lot⇒ As a result we made it to the Kickstarter front page and got featured by them. Interaction with the backers during the campaign Competitions Proposals for Creature Types Votings on artworks etc. was very very goodRunning those competitions and votings on BGG helped us to get into the hotness list there which was also very helpful. Communications Overall communication with the backers was very good through all the channels. We answered thousands of messages and tried to help everyone who had questions about the game or the campaign.However, sometimes we missed a message or a comment here and there and we apologize for that. To improve, we have now implemented a ticketing system that will help us to better organize incoming messages. The Game itself We are quite happy with how the game itself turned out. It is a lot of fun to play and yet is giving us enough room for future expansions and new game modes to explore. Things we can improve Delivery Time / Fulfillment To be honest, we are quite happy with the timing of our deliveries in Europe. We were a little later than we had hoped, but not far from our announced target. For the rest of the world, unfortunately, it didn’t look quite so good. We had long waiting times at the ports for customs declarations and some delays in the supply chains. In addition, there were resource bottlenecks, production problems, natural disasters with the hurricane in Florida, and other unforeseen things. All this is difficult to predict and plan for. Overall, in most cases, I am satisfied with how we and our partners have responded to solve those problems. However, we would have liked to be quicker in the worldwide delivery. In the future, we will probably plan for even more buffers and place even more emphasis on proper customs documents. We will also rethink some of our partnerships.We were definitely a bit naïve here because we believed that if we worked with experienced fulfillment partners, we could hand over the topic and no longer have to worry about it. Unfortunately, this was not the case and it is safe to say that we spent most of our working hours in 2022 on fulfillment. This is not something you dream about when you think about becoming a game designer. But it was the most important topic this year to bring Mindbug to you. Translation Error Translating into 6 languages was a big challenge and, in retrospect, probably not the right decision. 2 of the 6 languages are probably still rather loss-making businesses today. Overall, the translation from the community went well. The professional agency also played its part, but without the community, it certainly wouldn’t have turned out so well. And yet I think we can improve here to become even more consistent in the wording on the cards and also in the rules. The biggest annoyance was of course the mistake on the German Kangasaurus Rex. One missing word cost us 1000s of €. And then the replacement card was also a bit bigger than the original. It was all very, very annoying. We have always tried to decide in the interest of our backers, even if it was very painful and expensive for us in the end. Shipping Costs We hate shipping costs. We think the costs were really high in our campaign. ...
    続きを読む 一部表示
    59 分
  • 093 – A Working Day as a Games Publisher
    2022/05/27
    It's been over half a year since I recorded the last podcast episode. That's definitely far too long. I hope that I will be able to record new episodes much more often in the future. Because I really missed being able to exchange ideas with other game designers and to delve deeply into specific game design activities in order to prepare for an episode. So what do I want to talk about today? A lot has changed for me in the last 6 months. I am in the middle of the transition from a wannabe game designer to a small publisher who is releasing and launching his first game. I know that many listeners keep asking themselves whether they should take that step and whether they should publish one of their game ideas themselves or hand it over to a publisher. I would like to address this topic today with my experiences from the last few months. Therefore, I am taking you with me on a normal working day in my role as a Games Publisher. In the end I will list my pros and cons of self-publishing. Maybe this is helping you to make a decision whether this is path is something for you or not.
    続きを読む 一部表示
    31 分