Hyperbole [hahy-pur-buh-lee]: obvious and intentional exaggeration
I chose Hyperbole as my moniker because my enthusiasm for games verges on the hyperbolic. I fail to dip into things with moderation and games and my efforts in design are no different. I love them and I go all in.
Writing and playing games have dominated my free time for years. During the past few years, I’ve fused the two disciplines into game design, which is a far more difficult, yet satisfying beast. 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.
My first signed title, Farmageddon, was published in 2012 by 5th Street Games and won a Parent’s Choice Award. The second printing is now available via my publisher, Amazon, online game retailers, and your local game store! The first expansion for it should be available in 2015.
My second signed title, name TBD, has been signed by one of my favorite publishers, Portal Games, and will likely be published in 2016. I’m seeking a publishing partner for my story-driven tactical fleet combat game, Sol Rising.
Later in 2015, my design partner Joshua Buergel and I will publish the card game Hocus Poker, the first title under the Hyperbole Games name. We’re also working on an innovative game series called Landfall, which will also be published under Hyperbole Games.
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 and 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 we live in an age where barriers to entry are being removed and it’s sometimes far too easy to put a game out prematurely. I did this with Farmageddon in 2011 on The Game Crafter. I won’t do it again.
- We strive to have a wonderful relationship 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.
If you want to discuss one of the games you read about feel free to contact me. Thanks!
If you are interested in what I’ve said about games, I’ve been interviewed a few times:
- 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.