Keeping to the Creative Path
Right after graduating from Ļć½¶“«Ć½, Evan Duda (Game and Interactive Media Design ā21) met up with a friend of his brotherās from churchāsomeone heād heard was ācrazy about board games.ā
Duda knew the type: He was just as geeked about board games, and had spent countless hours designing, crafting, and tweaking his own, called The Waste of Parts. Sure, he wasnāt an artist and his pieces were just basic cardstock with hand-written text. But the game was solidāthe math, the interactive dynamics, the numerous other variables had all been play-tested. Much of the testing was done by Duda himself, sequestered in his room during the COVID-19 pandemicābut also with friends and at local gaming conventions once the world started to open back up. The game had even been his capstone project at Ļć½¶“«Ć½.
He played the game one night with his brotherās friend. They talked for two hours afterward. At some point in that conversation, it became clear that the friend, Eric Bittermann, was the owner and founder of a small but well-regarded board game publishing company, , located in the Chicago area.
āI didnāt know he had a publishing company,ā Duda laughs. āI just knew he was a guy who was crazy about board games.ā
āI brought the game over to our team. We do play-testing for different game designs, but mostly they come internally. We donāt typically take outside designs and publish them. So this was a unique situation,ā says Bittermann. āBut the game was a hit pretty much from the get-go. You can tell he took a lot of time to iron out the math to balance it out.
After several more months of internal testing and blind play-testing, Bittermann offered Duda a contract for his game. Duda made a counteroffer to intern with the company in exchange for a higher percentage of the gameās revenues. Bittermann accepted.
Still, the question remained: How well would the game be received?
With the details ironed out, they launched an online fundraising campaign through an online Kickstarter-esqe platform called Gamefound.
āKickstarting board games, specifically for new titles, thatās how itās done for a majority of these titles,ā Duda says. āYouāre raising the immediate funds for the production, but also it really informs you whether thereās an audience.ā
Bittermann says he wasnāt quite sure what to expect.
āWe had some data from our community, a certain number of followers. But itās a brand-new IP, completely different from what weād done before, so we didnāt have a lot of variables to go off of,ā he says. āItās a really unique theme.ā
He was a bit relieved when the campaign from roughly 1,500 backers, with additional money expected by the time the game launches later in 2025.
āAnything more than $150,000 would be a pretty sizable success,ā Bittermann says.
Still, Dudaās game is a bit of a departure for the company in other ways. Sky Kingdom typically publishes fantasy board games, where players cooperate on an epic adventure that can take many nights to complete.
The Waste of Parts isnāt that.
In Dudaās game, players take on the role of the crew members of a ramshackle mechanical ship walking across an irradiated, post-apocalyptic wasteland, searching for sanctuary. Once residents of a dying village, the crew members had little time to ready the ship before their dire situation became clear: the voyage was now or never.
The game board displays the various compartments of the ship, which is soon assailed by monsters that the crew scrambles to repel. As they do, the ship picks up salvage from the wrecks of travelers that werenāt as lucky, and players upgrade their crew members as well as the shipās components, replacing them with new board pieces.
The gameās voyageāfor better or worseātypically takes about two hours to complete.
āIāve always loved that kind of storytelling in a board game. Itās unique in a genre that canāt be replicated in a movie. Crafting your story in a low-stakes environment, just creating a story with people you love and enjoy time with,ā Duda says.
But regardless of the story, Duda says most of his mental power went toward the gameās mechanics.
āEspecially for my first game, I wanted a gameplay loop thatās repeatable and fun and you could play over and over again, and no game would be the same twice,ā Duda says. āI was shooting for a 60 percent success rate, influenced by player knowledge and how they choose. Youāre always in a balancing act of trying not to be overwhelmed by enemies.ā
āThe strength was it played fast,ā Bittermann agrees. āThe tension of the game rises as the game goes on. Youāre trying to figure out how to survive, thereās too many enemies; thereās a lot of co-op action.ā
Duda says the countless hours he put into the game became worth it months before even meeting Bittermannāwhen he played it with his own friend group of lifelong board gamers.
āIt was one of the best nights of my life,ā Duda says. āThey loved it so much. They played it twice, and I said, āOK, thereās something here.āā¦That was my drive to work on it for something more than a college grade.ā
āTad Vezner