Radek Ignatów

I got to know Radek through the launch of Rabbit’s Potion, one of the highly-anticipated PNP games of 2024. With yet another of his games launching soon, I took the opportunity to reach out to Radek to learn about his journey in creating games!

What inspired you to start designing games, and how did your journey begin?

I have been designing games since childhood, purely for fun. I’ve always been a loner, and ever since I encountered my first games and RPG systems, I immediately began inventing my own. I’ve practically been at it forever—over 30 years of game design to date. However, it should be noted that for most of that time it was entirely an amateur pursuit, done simply for the joy of it. While people might paint pictures or build models, I was busy designing games. Ninety-nine percent of them were never even shown to anyone. I even created my own versions of Magic: The Gathering when I was about 10 years old, as well as wargames inspired by computer games (for example, Warcraft). It was only in 2018 that I decided to pursue game design commercially and share my projects with others.

Can you share the biggest challenge you faced while designing your first game and how you overcame it?

I cannot point to my very first game creation in any specific way. However, I can describe the story of my first game that was released to the market—’Eter.’ In 2018, I designed a game called ‘Czarowieże’ which I initially intended to self-publish in Poland through local crowdfunding. The fundraising campaign did not succeed, and over the following years I searched for a publisher. Once I found one, I began collaborating on the game design with the publisher. The game underwent a significant overhaul and numerous changes. The work took surprisingly long and demanded a great deal of effort. I can say that the insights from external designers were extremely helpful. In the end, Eter was released in 2022, and it is a very good game!

Radek Ignatow

What's your design process when creating a new game?

It consists of several fixed stages.
1) I come up with a core of mechanics (often already based on a theme) in which I include a list of what I want the game to have.
2) I make a very simple prototype with rudimentary mechanics, which I tweak until it resembles something playable
3) I transfer the project to the computer and, using Inkscape, assemble it into something more reasonable.
4) Once it is put together, I start solo testing
5) When the solo testing goes well, I start external testing
6) When the game is fully operational, I start embracing graphics (I order from an artist)
7) Further testing, tweaking and expanding the game content.

And most importantly, I am always working on multiple projects simultaneously. Jumping between them allows me to keep my thinking fresh.

Are there any upcoming projects you're excited about?

Definitely “Chronicles Of Civilization.” I believe I managed to create a truly great game. In a relatively compact format, I captured the atmosphere and the mechanical complexity reminiscent of a computer ‘Civilization’ game. The elements of building, development, warfare, resource gathering, and so on really generate an exceptional ambiance that demands plenty of planning and strategic thinking. I have a fantastic time playing it solo, and the playtesters are equally thrilled. For fans of Hadrian’s Wall/Knight and computer-based civilization games, it’s an outstanding option in my opinion.

What advice would you give to aspiring game designers, especially those interested in print-and-play games?

For aspiring game designers, especially those drawn to print-and-play formats, my advice is to start simple and focus on refining core mechanics. Playtesting is crucial- gather feedback early and often, and be prepared to iterate on your design.

Remember that the project must be adapted under PnP, think about it from the very beginning. Collaboration with other designers can offer invaluable insights, sometimes sparking breakthroughs you might not have considered on your own. Ultimately, maintain your passion for the process, and remember that each iteration brings you closer to creating a game!

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