At papaeya, we are travel experts who make games about travel.

The Process Behind Creating a Board Game: From Problem to Play

The Process Behind Creating a Board Game: From Problem to Play

Here’s how I approach the process of creating games within an industry I know well: travel.

1. Starting with a Real-World Problem

The first step is identifying a problem within the travel industry that I understand deeply. With over 20 years of experience, I’ve seen countless challenges across this sector. I look for problems that are complex yet can be distilled to their essence.

In the travel industry, optimization issues are constant — whether it’s managing routes, revenues, or costs. The challenge lies in simplifying these complexities into a core concept that can be expressed through a fun game mechanic. Once I’ve found a problem worth exploring, I start brainstorming how to capture that core idea. (For example: in Low Cost Airline Manager, it’s all about network-planning optimization and pricing.)

I don’t consciously start with a mechanic such as trick-taking or worker placement — those emerge naturally from the theme. The mechanic arises from how the real-life problem is implemented, and I never truly know which one will represent it best until further down the line.

2. Narrowing Down to Core Mechanics

Once I’ve identified the central problem, the next step is refinement. I strip away unnecessary complexity and focus on what matters most. The goal is to make the mechanic fun first — something that keeps players engaged in problem-solving without feeling overwhelmed. I always aim to give players meaningful choices every turn. There should never be just one “perfect” way to play.

For instance, if the challenge is optimizing a network, I might design it so players must manage limited resources (like aircraft time) to maximize results. From there, I refine the rules to ensure the mechanic encourages both forward planning and player interaction — reacting to others’ moves and strategies.

This is where playtesting begins: checking if players are having fun, identifying what parts feel exciting or tedious, and spotting loopholes or exploits.

3. Building the Game Around the Mechanic

With the mechanic established, I start building the game around it. This is where components come into play — the pieces, cards, boards, or tokens that bring the mechanic to life. The goal is to find components that support the gameplay and enhance immersion.

Every piece must serve a purpose. If you’re managing an airline, for instance, aircraft-shaped tokens on a route map make the experience intuitive. The design should flow naturally, reinforcing the theme without adding cognitive burden.

The second round of playtesting begins here — testing whether players connect the components to their in-game roles. Do the pieces feel natural and immersive, or do they add confusion and friction?

4. Balancing Cost and Production Complexity

Next comes the practical side: production. It’s essential to balance component quality with manufacturing feasibility. The components must be functional, affordable, and easy to reproduce. I often simplify or redesign elements to reduce cost without compromising gameplay.

For example, using cards can be far cheaper than producing custom tokens. This stage is all about balance — keeping the game engaging while ensuring it can be produced sustainably.

5. Refining the Game and the Art

Once mechanics and components are finalized, I move to art and visual design. The artwork brings the experience to life, setting tone and atmosphere. I layer visuals over the mechanics to strengthen immersion and narrative. The art also shapes identity — whether playful (Low Cost Airline Manager), retro-70s (Resort Hotel Manager), or whimsical (Boutique Hotel Manager).

Good art bridges the gap between abstract mechanics and tangible theme, making the game more emotionally engaging and visually distinct.


⚠️ A Note on the Use of AI

I can’t draw myself — learning would take years, and even then, I might never reach the quality I want. So I use AI to help create visuals.

My process follows the core principle of agile development: build something quickly, test it, gather feedback, and iterate. AI accelerates that loop dramatically. It lets me experiment with multiple visual directions and compositions until I find the perfect fit for my vision. Most importantly, it allows me to express my own artistic sensibility through the work.

I avoid working with designers if the process requires me to dictate every detail pixel by pixel — it’s inefficient and creatively limiting for both sides. I want the visuals to reflect my aesthetic and creative intent. AI enables that by giving me control over both concept and execution.

For me, it’s not just about saving money or effort — it’s about speeding up feedback loops and producing my games the way I envision them.

If Papaeya ever grows beyond what I can manage alone, I’ll bring in collaborators whose vision and taste I admire, even if they differ from mine. Then the games will evolve into our games — more time-consuming, but richer in character and appeal.


6. Final Adjustments and Playtesting

After finalizing components and visuals, the final phase begins: another round of playtesting. This stage focuses on how the mechanics, components, and art interact. I look for smooth flow, consistent engagement, and a cohesive experience from start to finish.

Small tweaks are often necessary — adjusting rules, rebalancing elements, or polishing the art — until everything feels unified, intuitive, and fun. When that balance is achieved, the game is ready for production.

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