Want to build up a community based around gaming (specifically table top)? This workshop will review how to approach this goal for retailers, educators, and librarians.
Description:
This workshop will discuss methods to build up a gaming community by discussing various methods for retailers, educators, and librarians.
Building a Library Collection of Serious Games and What to Do with It
Summary:
Explores the creation of serious game collections in libraries, how to encourage educators to use them in the classroom, and how to go beyond the classroom by collaborating with community partners.
Description:
Game collections need to serve their communities. While this means popular titles like D&D or Ticket to Ride should be included, it also means acquiring lesser known games that can help patrons explore tabletop gaming as something more than just a fun social activity. What types of games should you look at when exploring serious games, and once you have titles like Rosenstrasse, Freedom, or The Red Burnoose in your collection, how do you get people to play them? Join Matt Shoemaker, the person in charge of the analog games collection at Temple University Libraries as we explore what to look for in a serious game for the library, how to encourage teachers to work with you to use these games in the classroom, and how you can work with community partners to encourage exploration through play beyond the classroom and help build a population that looks at games beyond just a pastime.
Building the Perfect Pitch: Sell Sheets, Videos & Prototypes
Summary:
Pitch your game with impact. Build sell sheets and decks, refine your prototype, and present your hook and audience. Includes examples and tips for conventions, meetings, and online submissions.
Description:
You’ve designed a great game but how do you present it in a way that grabs a publisher’s attention? In this session, Danielle explains how to build a clear, compelling pitch using the materials publishers expect to see. Learn what makes an effective sell sheet or pitch deck, how polished your prototype really needs to be, and how to highlight your game’s hook and audience. Through real examples, including pitch videos, Danielle will share practical tips for getting ready to pitch at conventions, in meetings, or through online submissions, helping you present your game with confidence and clarity.
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Campaigns Of Connection: How TTRPGs impact Loneliness and Social Support in Adult Players
Summary:
In this presentation, we discuss a research study conducted with over 200 TTRPG players about how their game characteristics affected feelings of loneliness and social support.
Description:
Tabletop roleplaying games (TTRPGs) like Dungeons & Dragons are often discussed as social experiences, but little research has examined how they relate to social support and loneliness. This presentation summarizes findings from a quantitative study of 150+ U.S. adult TTRPG players across online, in-person, and hybrid groups. Results show a strong relationship between perceived social support and lower loneliness. Meeting frequency and emotional openness predicted higher social support, while play modality (online vs. in-person) did not significantly differ. Findings suggest that how groups interact matters more than where they play, highlighting TTRPGs as meaningful spaces for connection and community well-being.
Veteran designers James Ernest & Geoffrey Engelstein host a roundtable on randomness in games, exploring when chaos enhances play & when it doesn’t, with philosophy & open Q&A.
Description:
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Collaborative Play, Collaborative Work: Using D&D and Personality Theory to Enhance Teamwork
Summary:
Using D&D and Myers-Briggs theory, this seminar examines how collaborative play reveals insights into teamwork, communication, and group cohesion across professional and educational settings.
Description:
This seminar reports on findings from a study using D&D to examine team dynamics, personality, and collaboration. Small teams of four to five participants were assessed using Myers-Briggs theory and observed across two structured D&D sessions designed to surface real-world teamwork behaviors.
In one session, participants played characters aligned with their personality preferences; in the other, they played characters opposed to those preferences. Scenarios targeted specific team challenges such as communication, leadership, decision-making, and conflict resolution.
Team performance was evaluated using a tournament-style scoring model and participant surveys measuring key collaboration metrics. The seminar shares observed patterns, conclusions, and practical insights applicable to corporate teams, education, healthcare, and gaming groups.
Playtest your game prototype and try out games from other designers. Beginners are welcome. Early hand-scribbled prototypes are encouraged.
Description:
For nine years The Game Crafter hosted a Community Game Night playtesting event on Friday evenings at Gen Con. We're reviving that tradition. This event will be run like one of our group's monthly playtest events or a Protospiel: reciprocate the time your testers give you by testing other people's games. Playtesters welcome!
Connecting with Publishers: Getting Your Foot in the Door, Not in Your Mouth
Summary:
Elizabeth Hargrave interviews publishers about how to make the best possible impression in the pitching and negotiation process, and build lasting relationships along the way.
Description:
Questions the panel will touch on include: How can I improve my chances of getting my game in front of a publisher? If they agree to look at my game, how can I make the best impression? What can I do to build from a single pitch into an ongoing relationship? Once a publisher is considering my game, how should I handle myself? Where's the balance between nudging and annoying? If I'm lucky enough to get an offer, how much can I negotiate on contract terms?
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Cosplay Corner: Using Your Library’s Makerspace for Cosplay
Summary:
There are endless ways to use a library makerspace for cosplay creation. Learn to create, teach, and structure cosplay learning for most ages with everything from basic to advanced maker technology!
Description:
From 3D printers to embroidery machines to die-cutting machines to laser cutters and beyond - your library’s makerspace has the potential to bring cosplay to all ages. This session will cover different ways to use a variety of makerspace tools from the simple button maker to the laser cutter to make cosplay creation accessible for your community. Whether you have a beginner or a long-time cosplay vet, your makerspace is the key to solving cosplay conundrums. We will cover several different practices and projects that are ready for you to take into your library that are good for a variety of ages. Join Rae, a 20 year cosplay veteran, librarian, and makerspace manager for some cosplay fun! No cosplay experience is required, anyone can do cosplay at their library!
Teach and encourage your students to be creatives! Cosplay is an empowering, fun, and social craft that allows people of all ages to learn skills, form bonds, and express themselves.
Description:
Whether it’s through thrifting, purchasing, or creating your own costume pieces, cosplay teaches math, art, social skills, and even a bit of chemistry.