We discuss why design contests like the ones on BGG are a great starting point (structure! deadlines!), how an UNPUB speed-pitching event helped Reed get on publishers’ radar, and the eerie folklore behind Wispwood, inspired by his fascination with the ghostly forest lights known as Ignis Fatuus.
We also cover what it’s like working with publishers, from building relationships to how pitches move through design and development teams, why having multiple themed prototypes matters, and the challenge of designing a solo mode that stays true to your game.
This episode also opens with a brief bonus interview previewing March’s upcoming UNPUB Festival, an annual event hosted by the volunteer organization UNPUB focused on unpublished games and designers. The intro-chat highlights the event’s offerings, from industry-led panels and workshops to large-scale playtesting opportunities. Check out the convention March 12-15, 2026!
Listen Now! (mp3)
Featuring:
Reed Ambrose – Guest
Danielle Reynolds – Host



