GEN CON 2026: THE AFTERMATH
I went, saw, experienced, and came back alive to tell the tale of Gen Con 2026! Here is my recounting of the biggest tabletop gaming convention in North America and my very first tabletop gaming convention. My perspective going in was as a new game designer with the aim of learning about the gaming community and connecting with other indie game designers. With me I brought my business cards and a fresh Shrumans prototype that I was eager to test.
View of "Cardhalla" from above as it is being constructed. This is one of several charity events at Gen Con where donors get to throw coins after the completion of the creative card-stacking exhibit.
Thursday
When stepping into the Indianapolis Convention center on Thursday morning, my first impression was that of being dropped into a terminal at the Chicago O’Hare airport during holiday rush hour. The convention center was packed despite the main exhibit hall being nearly 2 hours away from opening. My preparations for Gen Con were last-minute, so the first day consisted of spontaneity and browsing. Before the main exhibit hall opened, I chatted with a couple of artists (my comfort zone), including Deb JJ Lee, who I became a recent fan of. Their complex illustrations in Procreate have been a huge inspiration to keep trying out Procreate (most of my work is illustrated digitally with Photoshop). Most of the day, I walked around the exhibit hall booths, Makers Market, and stadium to get a lay of the land. I was completely exhausted by 4pm and sat for most of the remaining time in a human puddle on the floor.
Thursday’s take-away: Have a few more planned events or goals for structure. Take a long lunch break. Don’t walk anywhere unless you know where you’re going to (conserve your energy!).
My latest prototype for Shrumans that I printed through makeplayingcards.
Friday
On the second day, I was more intentional and better adjusted to the chaos. I went to First Exposure Play Testing and walked in for a game that needed one more player. I played an amazing nature-theme board game made by a teen. Some of the rules went over my head as a lightweight game player, but the energy in the play testing hall was amazing and I was able to make a small contribution on the design-end for the board game visuals. My opponent was a gaming prodigy kid who I bored to death (sorry about that!). I learned firsthand the importance of matching player levels for competitive games!
After play testing, I visited the manufacturers’ booths located in the First Exposure Hall. I came prepared with questions after my prototype printing experience and having done some preliminary research. My questions revolved around two important production aspects: sustainability and accessibility.
Sustainability
Nearly all major game manufacturers provide eco-friendly materials. However, I was getting a sense that while those options are available, most big manufacturers continue to promote non-sustainable materials. From these manufacturers, I amassed a formidable stack of sample kits. Later, I was lucky enough to receive a kit from Fabryka Kart, which I want to highlight. From the looks of it, Fabryka Kart is making an effort to focus on primarily sustainable materials and manufacturing methods. The weak side of Fabryka Kart is a more narrow range of game pieces, but lucky for me I only require paper-based materials with my cards and tuck box.
Sample kit from Fabryka Kart.
Accessibility
One of my goals is to make Shrumans playable for all ranges of sight, by implementing braille and raised elements on the cards. It’s a small effort for a significant group of players. Here are where things get a little depressing. When I asked manufacturers at Gen Con about braille, I had to explain what it was and not one had a sample of braille they could show. Furthermore, no one could refer me to a tabletop game that had braille in it as a reference point. One representative told me I was the first person to ask about it in the 5 years of his exhibiting at Gen Con. Y’all, what are we doing? I know how much the tabletop game community prides itself on inclusivity, but the message I got from the manufacturing side is that people with disabilities don’t exist. We can do better!
On the positive end of interacting with manufacturers: they were incredibly nice and willing to send me any sample I needed for testing accessible design features as long as I provided the specifications. I was even able to schedule a meeting with Wingo’s CTO, Mark Leung, right on the floor of the exhibition hall the next day.
Another highlight was stopping by the Buried Giant booth— the company my Unpub Mentor and indie game designer Cardner Babakitis works with. I heard about the success Buried Giant has had as a newly-formed company as of this year and chatted with the Werhle brothers, Cole and Drew. Their Gen Con schedule was fully booked with events, so it was to my delight that Cole agreed to a meeting to look at my Shrumans prototype the following day. It was also recommended that I attend the TTGDA meeting the following night. Friday night left me with a lot to digest!
Friday’s take-away: Examples for accessible game design and manufacturing guidance is sorely lacking. However, the materials and tools are there for those willing to use them.
I broke up my Gen Con notes into two articles. Part 2 coming soon!