4 Lessons Learned by ‘Dreams of Tomorrow’ Game Developer Weird Giraffe Games

Weird Giraffe Games is owned by Carla and Nick Kopp, plus our cat Fluffins. We have created four board and card games since starting in 2016, all of which have been on the nerdy side of things.

  • Super Hack Override (as seen in our Booster Box – read more about the game here) is a fast-paced card swapping game to find the best hacker among all the players.
  • Stellar Leap is a space exploration game where each player is an alien species hoping to make a name for themselves throughout the galaxy by discovering new planets, mining asteroids, and completing missions.
  • We even have a game about saving books from a burning library, Fire in the Library!


Our fourth game, Dreams of Tomorrow (currently on Kickstarter), might be the nerdiest of them all. You are dream engineers in the future, trying to create epic Dream Sequences to send into the past to change the future.

By the fourth game, you’d think we’d have our procedures down pretty much like clockwork! However, each new game has its own set of learning experiences, and Dreams of Tomorrow is no exception. Here are four lessons we have learned while working on our fourth game!

  1. Art is so important! Finding good artists and including a large amount of art really makes for an enhanced game experience. Working closely with your artists is definitely something I’d recommend, to make sure the illustrations come out just as you’d envisioned them and to create a cohesive, beautiful product.
  2. Make the components high quality right from the start. Instead of building a campaign where you have to reach a bunch of stretch goals to get a good quality product, I think the quality should be built in from the start, so all backers know that they’re getting a game that they’ll want to keep playing, over and over again. One of the things I want Weird Giraffe Games to be known for is quality, so if even one game doesn’t live up to that, we won’t keep that reputation.
  3. Don’t fear delaying the launch date. I did this on both Fire in the Library and Dreams of Tomorrow and I think that made the first weeks of the campaigns really great. It meant that I wasn’t as rushed and that most everything went as planned and on schedule. I delayed the launch date for Dreams of Tomorrow, as the box and card images were not completed in the time that I had originally planned. Due to the delay, I wouldn’t have gotten the prototype games to reviewers within a comfortable time period. Delaying the launch date meant that just about all the reviewers had their reviews completed before the Kickstarter began and that initial backers could read a lot of good things about Dreams of Tomorrow.
  4. You’ll always be learning. Things are constantly changing, and if you ever think you’ve learned enough, you’ll start doing worse. The Kickstarter platform, social networking, and the market are always moving, and knowing as much as possible is so important. Being open to learning and knowing that you don’t know everything means that when mistakes happen, you’ll be able to pivot quickly and start recovering ground.

Dreams of Tomorrow is accessible to people of all gaming levels, from fans of hobby gaming to those that have only played a handful of games ever. A variety of play modes and can be played by 1- 6 players. (Yes, you can play this game solo!Dreams of Tomorrow is on Kickstarter until November 8th! Check out the Kickstarter page and see if your family, friends, or coworkers would enjoy this game!

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