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

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

From Think Like A Game Designer by Justin Gary

April 2, 2026 · 1h 2m

About this episode

Drew Corkill discusses his approach to designing solo game systems and the importance of community and iteration in game development.

About Drew Drew Corkill is a UI/UX designer with nearly 15 years of experience and a deep background in graphic design, who has quietly become one of the most prolific creators in tabletop gaming. Alongside Gabe Barrett, Drew is the driving force behind the “Solo Game of the Month” initiative, he’s launched more crowdfunded games than almost anyone in the industry, building a system that prioritizes speed, iteration, and consistent output. Drew first connected with me as a student in the Think Like a Game Designer Course , where his early work on Small Time Heroes evolved into a breakout success with multiple expansions and campaigns. In this episode, Drew shares how his background in UX shapes his approach to game design, what makes solo games uniquely powerful, and how community, structure, and relentless iteration can turn creative ambition into a sustainable career. Justin’s Ah-Ha Moments: * Threats, Timers, Treats: Drew had one of the clearest frameworks I’ve heard for solo game design. If you want a solo game to generate excitement, you need pressure (threats), urgency (timers), and reward (treats). Miss one, and the whole thing feels more like a puzzle than a game. This is…

People in this episode

Host: Justin Gary

Guest: Drew Corkill

Topics covered

  • game design
  • solo games
  • UI/UX design
  • tabletop gaming
  • crowdfunding
  • iteration

Keywords

  • solo game design
  • tabletop games
  • UX design
  • crowdfunding
  • game development

Mentioned in this episode

Organizations: Think Like a Game Designer Course, Solo Game of the Month

Books & works: Small Time Heroes

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