My name is Eugene Domingo born in 1973. I have been playing board games all my life. My first board game was created when I was in 8th grade back in 1986 which I called Dragon Wars. The concept was based on a standard "monopoly" style board. Players were required to travel along the board and experience different encounters such as fighting other creatures or even fighting other players. Once enough money was gained, players were allowed to challenge the Magician to end the game. It was fun for a while but not worth publishing.
Later in my high school years, I started taking up Pascal programming and started to create a text adventure game. After having over 300 monsters in the program (hard coded), the program became too big to compile properly. At that point I gave up on it.
After several years, I picked up a book on C programming which appealed to me because the programming was structured very much like Pascal. I found a compiler which did not restrict me on the size of my program and I started creating my text adventure game again. I took some college courses, which I got all A's in, and received my certificate of accomplishment in C programming. I completed my instruction manual for the game which consists of 120+ pages. The game is only 20% complete. I still need to map out the land, add the monster database, add the NPC database, add the 273 spell effects, add the magical weapons and armor database, etc. But for the most part, combat is complete and travel is complete which took up most of the programming.
After being burnt out in programming, I decided to start playing more board games. I looked for a game I could play solo. I came across Arkham Horror. I started playing Arkham Horror for the longest time. Loving the game so much, I started an attempt to adapt it to the PC. I have programmed the player screen to show the board, player status's, monster status's, environment cards, GOO card, and encounter cards. The next step was to add all the encounter card text which was going to take a long time. So I put that on the backburner next.
I been playing a lot of video games of which Rainbow Six Vegas has been one of my favorites. A friend once announced "I wish they made a Rainbow Six board game". So I brought it upon myself to create one. At first it was going to be as complicated as Starfleet Battles (as I was into that game at the time) but then I realized not many people will tolerate such complexity in such a simple game. I was unmotivated at that point to continue on. After a couple months, I got an idea on how to make the game much more simple and started creating the game.
I take pride in myself with the ability to balance out games. There are games on computer or board which I will notice is unbalanced. For instance, Age of Empires (the first one) was very unbalanced if you chose a particular culture. I forget the culture's name but the culture's special ability was +80 hp for their legionaires. By playing that game, if you develop the ability to have your people count as 1/2 a unit towards your population, just create 10 barracks and then start outputting the legionaires. Their cost was so cheap and the produce so fast, you can essentially overwhelm your opponent with 300+ legionaires in no time. One game I especially love is Starcraft. That game has perfect balance.
With my experience in creating games and keeping them balanced, I believe my board game will prove to be very fun and very exciting. I keep in mind the need of very low downtime between turns so players aren't just twiddling their thumbs until it's their turn (i.e. Settlers, War, El Grande, etc.). I also keep in mind the fun with player interactions. You will see that International Elite S.W.A.T. (my first game designed) provides low downtime because you will be taking your turn very quickly, and you will interact at all times whether you are coordinating team attacks or playing a free-for-all match and picking on a particular friend who deserves it.