BAD CAT
GAMES

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About BadCat Games

Justin

The Captain. Compulsive tweaker, dice maniac and game hoarder. GameFu set to max. Goes well with fondue and a nice grenache.

Chris

First Mate. Inked up techno-mancer and scruffy looking game-herder.

Grant

Coxswain. Chiselled in form and feature. Sculptor of all manner of flotsam. Occasionally rolls dice.

Elliot

Deckswab and part-time Pirate. Chief tester, Poker of holes and damn fine marksman.

BadCat Games

…BadCatGames is an indie tabletop game design and publishing studio in Scotland. We specialise in card games, boardgames, tile-laying, puzzle and (in the future possibly) RPG games. Our games are primarily theme driven, offering maximum accessibility, immersion and realism and above all are fun to play by any gamer – whether just a beginner or a seasoned gaming nut. The four gaming watchwords we live by are Theme, Audience, Appeal and Learning – which spells…err… TAAL! (interestingly, Taal is a volcano in the Philippines and a God of Nature and Wild Places in the Warhammer gaming universe – so that’s cool!).

 Theme

The theme is what makes a game stand out from the hoard – it catches your eye,  intrigues with it’s possibilities, makes you want to take a closer look. With sensible gameplay mechanisms that fit the theme like a kid glove, a game becomes easier to learn, more involving for the player and ultimately more enjoyable for everyone.

We don’t make games that take 20 mins for a player to take their turn!

Audience

Our games offer wide audience appeal and strong thematic content. To this recipe we add simplicity of play, a bag of excitement and a bottle of replayability flavouring to the mix. We aim for our games to have that instant appeal to young and old alike. After all, the children of today could be the gamers of tomorrow!

A game should be instantly appealing to anyone picking up the box

Appeal

There is still a huge range of games waiting to be created. Games that grab you and don’t let go. Games that you can play curled up with a whisky by a roaring winter fire, sneaked out of your pocket on a long journey or miraculously appear out of a Sunday roast (ok, maybe not the last one but you get our drift). With so many games appearing on the market every year, appeal to the audience (…the whisper of potential excitement offered by a new game on an FLGS shelf…) is paramount. Our aim in the future is to support talented new game designers and the intriguing ideas they create. And then there is you! The gamer that supports this wonderful hobby. We want to make games that you will play again and again.

We make games that grab you, shake you and leave you wanting more.

Learning

Additionally, the BCG team understand how a gamified experience encourages learning through understanding. We’ve been through the sterile droning monotony of old school teaching and survived (barely). Future generations need engagement, interactivity and goal achievement.

This is why we are actively working with University academics to develop gaming experiences that entice and educate; games that offer a stronger group learning experience, often without the player being aware that they are being educated. We support this through partnership with academic collaboration and our recently launched gaming in schools project.