TGC Designer Spotlight: Creative Mind Games

Published on 14 September 2024 at 10:53

Creative Mind Games was founded with a simple mission: to create great content filled with fascinating stories set in a vast universe of magic, mystery, and intrigue. Starting in a spare bedroom by one person with a dream, Creative Mind Games was born out of a deep love for Star Wars, The Dresden Files, Dice Throne, and the card and board gaming industry as a whole.

Currently, Creative Mind Games is actively developing its first title, The Aetherial War Card Game, a role-playing solo and cooperative card game with deck crafting, dice rolling, and tough choices set in the Aetherial War universe. This game is based on the characters, events, and lore from the novel Chaos and Consequences by Nathan E. Doverspike, which is available now. The game is now live on GAMEFOUND!

In exciting news, the Aetherial War League is coming soon! Players will be able to join epic battles, compete for exclusive prizes such as signed posters, customized sketch cards, and rare foil cards, and make unforgettable memories with fellow Wanderers. More details on the Aetherial War League and its official launch are coming soon!

We had the chance to sit down with Nathan Doverspike, the creative force behind this growing universe, to discuss his journey as a game designer and the evolution of the Aetherial War project.


INTERVIEW

Nathan, let's dive right in! What was the defining moment that made you realize you wanted to design games?

"I knew I always wanted to write, even if it was just for fun, but it wasn’t until my 30th birthday when my parents bought me Gloomhaven that I knew I could continue to build on the Aetherial War Universe. Playing it, and combining that with combat similar to Dice Throne, I saw an opportunity to tell stories greater than just the books through a dice/card game."

How has your personal life influenced the games you create?

"As an only child, I grew up with friends but no siblings. That pushed me to find ways to play alone and still have a good time. We had more casual games like Monopoly and Yahtzee growing up, but it wasn’t until after college that I discovered there were so many other awesome options for people who wanted to play with a group of friends or by themselves."

What are your biggest influences in game design right now?

"Right now, my biggest influences are games that are fun to play and tell a great story. Dice Throne Adventures, the Fantasy Flight LCGs, and Gloomhaven were the biggest inspirations for making these games. Whether it’s you as the player making your own story in Untold Adventures, or experiencing the story unfold in Aetherial War Card Game, each one allows you to come away with something to tell your friends about."


"I want them to enjoy the game and come away with a fun story to tell."


What do you want players to feel or experience when they play your games?

"I want players to have a sense of accomplishment whenever they finish one of my games. Maybe they were able to check off some achievements or challenges in the back of the rulebook. Or perhaps they overcame a boss that was giving them grief in previous playthroughs because they changed how they approached that challenge and succeeded. Regardless of the exact story, I want them to enjoy the game and come away with a fun story to tell."

In your opinion, what makes a game truly engaging for players?

"With so many great and varied games out now, I truly believe it comes down to telling stories. Some of my most memorable experiences were from playing games like Gloomhaven, Dice Throne, and Arkham Horror LCG because of the stories I experienced in-game. For Aetherial War Card Game, I wanted to include the legacy aspect of both Gloomhaven and Dice Throne, exciting combat, and a semi-structured campaign with some wiggle room, like in Arkham Horror LCG."

Could you walk us through your typical game design process from concept to final product?

"I start with something I can hold, so I usually make extremely rough-looking prototype cards with the info I want on them and either placeholder art or no art at all. After countless hours of testing and changing values and rules, I make them a little nicer in design or start planning which artists I want to work with. For the Aetherial War Card Game, I worked with Art Potions for the Core Set and The Noble Artist for the Chaos and Consequences novel cover and the Brutal Enemies expansion. For the Ally expansion, I collaborated with DePietro’s Drawings, a local artist from Pittsburgh. Once I have the templates approved and illustrations done, I use The Game Crafter to get an official prototype and gather feedback from others on what could be improved or overcomplicated."


"In this business, we win together."


Playtesting is essential for refining a game. How do you handle playtesting, and what role does feedback play in your design process?

"Playtesting is huge for me since I look at my own game differently than others might. I have some close friends who aren’t afraid to tell me if my game baby is ugly but also provide detailed feedback on what could be improved. A great example is the D6 symbols in AWCG. Originally, there were only two attack symbols and three defense, which dragged out battles far longer than I realized. Jake, one of my close friends, suggested flipping that ratio to make missions more engaging, dangerous, and satisfying."

How do you know when a game is truly finished?

"When the only changes I’m making are cosmetic, meaning they aren’t impacting gameplay significantly, I know I’m close to being done. Sometimes this happens after a few iterations, like with Untold Adventures, and other times it takes dozens of iterations before I’m satisfied."

What has been the most challenging aspect of your career as a game designer?

"Creating financial stability. It’s tough because you need money to make money. Prototypes, hiring artists, and ordering game copies all cost money, but it’s not impossible. I intend to help others however I can—whether through words of encouragement, refining their mechanics, or suggesting artists. In this business, we win together."

Can you share a particularly memorable moment or achievement in your game design journey?

"Two moments come to mind. The first was receiving the mass production copy from LongPack Games—it was a moment when I realized I had created something to share with others. The second was at a Makers Market event in Monroeville, PA. A young man approached my table after seeing Aetherial War on BoardGameGeek and wanted to learn more. Until that point, I wasn’t sure anyone outside of local reviewers had noticed my game. It felt great to know someone was excited enough to come check it out."

How do you overcome creative blocks or periods of self-doubt?

"I find it helps to run my ideas by people I trust. Getting their feedback can push me past obstacles. Sometimes it’s beneficial to skip ahead to another design aspect or chapter and come back later after taking a break."


"Don’t give up... if you enjoy playing the game or writing the story, that’s what matters most."


Where do you find inspiration for your game designs?

"My inspiration comes from other games I enjoy and game mechanics that I like. For Untold Adventures Tin Game, I wanted players to feel like a lonely wanderer in the galaxy, not restricted by a named character. That way, you can create your own character, go on your own adventures, and tell your exciting tales of success or defeat."

How do you ensure that your games are accessible and enjoyable for a wide audience?

"First and foremost, they need to be affordable. Profit is important, but if my games are priced too high, I’d limit the player base. I also focus on replay value without sacrificing fun. Aetherial War: Chaos and Consequences Core Set comes with three unlockable packs of cards, giving players more enemies, equipment, and bosses as they progress. For $40, you get a ton of content in one box."

Finally, what advice would you give to someone just starting out in game design?

"Don’t give up, and don’t let anyone tell you that you can’t do it. Even if it doesn’t become a major financial success, if you enjoy playing the game or writing the story, that’s what matters most. Always follow your dreams."


Nathan Doverspike’s journey with Creative Mind Games is a testament to the power of passion and perseverance. With Aetherial War steadily gaining momentum, it’s clear that Creative Mind Games is a rising star in the indie gaming scene.

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