Hyperbole [hahy-pur–buh-lee]: obvious and intentional exaggeration
I chose Hyperbole as my moniker because my enthusiasm for games tends towards the extreme. I fail to dip into things with moderation and my efforts in design are no different. I love them and I go all in.
I’ve been a Producer with Maxis for over a decade and a hobby tabletop designer since 2010. I love making games more than playing them! It is the combination of refinement through user testing, imaginative art and graphic design, clever problem solving, and a desire to entertain and tell a story that excites me.
We’ve made a few games!
Farmageddon, was published in 2012 by 5th Street Games and won a Parent’s Choice Award. Farmageddon Farm Fresh Edition is being printed now! We’ll have a pre-order campaign for it at the end of the summer 2016.
Hocus, is available now as the first Hyperbole Games title. It is a co-design with Joshua Buergel. An incredibly successful pre-order drive was concluded on Kickstarter in July 2015. Hocus was a competitor for the 2016 Mensa Mind Games competition. We have ordered a second printing that will arrive at the end of summer 2016.
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What can you expect from Hyperbole Games? We answered this in a blog post! Here are the core values for our small studio.
- Hyperbole Games is a designer driven studio. We will publish games that exist because we had to make them. We will design games that we want to create and play because they will be a blast.
- Our games are distinctly beautiful. We will work with our favorite artists to craft distinctive components to bring our games alive.
- We publish games that we can do best ourselves. We will still seek publishing partners for designs that need them. If it has our label, though, it’s because it is a game we needed to do in house. This means our games will probably be a little weird, more niche, and more at home with small print runs.
- Our games are developed extensively. This is important, especially as we live in an age where barriers to entry are being removed and it’s sometimes far too easy to release a game out prematurely.
- We strive to have wonderful relationships with our customers. Manufacturing glitches happen – we want to replace your parts, no questions asked. If you have a rules question, we’ll be there. We want to end every interaction with a happier customer.
- We will always make things more metal.
For customer service or any other needs, contact me.
I’ve been interviewed a few times:
- Appearance on Go Forth and Game Podcast
- Interview with The Cardboard Republic
- I conducted a two part video interview with Jessica Nida: Part 1 and Part 2.
- Interview with Token Meeple.
- Interview with Go Forth and Game
- Interview with Bellwether Games
- Appearance on Building the Game Podcast
- Appearance on The State of Games Podcast
- First Appearance on Funding the Dream Podcast and Second Appearance
- Appearance on Game On Podcast
- Appearance on On Board Games Podcast
- Appearance on the Happy Mitten Podcast
- I participated in a designer’s panel at Gen Con with Building the Game Podcast
- I joined the Something from Nothing panel to discuss game design.
- I appeared on Spooning Meeples to play Libertalia and discuss design.
- I also taught a class on Skillshare for new game designers.
- I make the briefest of cameos in this video of Tiffany Ralph interviewing Paul Dean.
- Appearance on the Who, What, Why Podcast.
- I moderated a panel on design and publishing at UnPub/Protospiel San Jose 2015.