Drew Corkill — Design Solo Game Systems, Speed, and Shipping at Scale (#101)

Think Like A Game Designer1h 2mApril 2, 2026

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AI-Generated Summary

In this episode of Think Like a Game Designer, host Justin Gehry interviews Drew Corkill, a prolific solo game designer and UI/UX expert with nearly 15 years of experience. Drew shares his journey from a lifelong Magic: The Gathering player to a successful board game designer, highlighting how he transitioned from graphic design to game design through strategic mentorship and skill leverage. He discusses the importance of simplicity, clarity, and user experience in game design, using examples from Magic: The Gathering and his own projects like Small Time Heroes. Drew emphasizes the power of constraints—especially in solo games—where faster iteration, lower production costs, and audience-building through print-and-play versions enable rapid publishing. He reveals how his 'Solo Game of the Month' initiative, now over 25 games strong, thrives on a sustainable model of small-box, card-based games with strong branding and community engagement. Drew also shares key design principles like the 'Three T's'—threats, timers, and treats—and offers actionable advice for aspiring designers: join supportive communities, invest in your craft, and build momentum through consistent, small-scale releases. The episode underscores that game design success comes not from perfection, but from persistence, iteration, and the right ecosystem of support and feedback.

Key Takeaways
1

Leverage existing skills (like graphic design or UX) to enter the game industry—even if not as a game designer initially.

2

Use print-and-play versions to build an audience and test your game before launching a physical crowdfunding campaign.

3

Design solo games with constraints: small boxes, card-based components, and a focus on fast iteration to reduce time-to-market.

4

Apply the 'Three T's' (threats, timers, treats) to create tension and engagement in solo games.

5

Join or build a community of like-minded creators to gain accountability, feedback, and emotional support.

…and 3 more takeaways available in PodZeus

Chapters
0:00
10 min

Introducing Drew Corkill and the Think Like a Game Designer Design Lab

If you're ready to stop pretending and start actually designing games with intention, check out the Think Like a Game Designer Design Lab at justingarydesigns.com.

Highlight
10:00
10 min

Drew’s Origin Story: From Hearthstone to Board Game Design

Drew recounts his early passion for games, beginning with Magic: The Gathering and evolving into competitive Hearthstone deck-building. He shares how he transitioned from player to designer by reaching out to Gabe Barrett of the Board Game Design Lab podcast, offering free graphic design help—leading to a long-term collaboration and eventual full-time career.

20:00
10 min

The Power of Graphic Design and UI/UX in Game Design

Drew discusses how his background in UI/UX and graphic design shapes his game design philosophy. He emphasizes clarity, simplicity, and information chunking—using Magic: The Gathering as a prime example of effective card layout. He also shares how he tested and redesigned his game Grass Fed to replace text-heavy cards with intuitive iconography.

30:00
10 min

From Digital to Physical: Porting Slay the Spire to Tabletop

I started with everything and then I took it all down into here are just the core pieces that I like interacting with.

Highlight
40:00
10 min

The Role of Community and the Think Like a Game Designer Course

Drew reflects on his experience in Justin’s course, emphasizing the value of community, peer playtesting, and mentorship. He shares how feedback from classmates like John and Aaron helped him refine Small Time Heroes, including killing a complex shuffling mechanic that was too clever for its own good.

High-Impact Quotes
If you're ready to stop pretending and start actually designing games with intention, check out the Think Like a Game Designer Design Lab at justingarydesigns.com.
Justin Gehry1:27
Viral: 90.0
The most powerful tool for getting things done is not motivation—but structure, deadlines, and consequences.
Justin Gehry97:31
Viral: 88.0
The game should feel bigger than the box that it is in.
Drew Corkill52:39
Viral: 85.0
Speakers

Host

Justin Gehry

Guest

Drew Corkill
Topics Discussed
Solo Game Design95%UI UX in Game Design90%Crowdfunding and Publishing88%Game Design Process and Iteration85%Community and Mentorship82%Constraints and Creativity80%Print-and-Play as a Strategy78%The Three T's Framework75%
People & Brands

Justin Gehry

person

15xPositive

Drew Corkill

person

12xPositive

Think Like a Game Designer Design Lab

other

10xPositive

Small Time Heroes

media

8xPositive

Solo Game of the Month

other

7xPositive

Best With One Games

organization

7xPositive

Gabe Barrett

person

6xPositive

Magic: The Gathering

media

6xPositive

Hearthstone

media

5xPositive

Slay the Spire

media

4xPositive

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