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	<title>Jess Naito-Tetro Archives | Mojo Nation</title>
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		<title>Jasper Beatrix – the design collective at DVC Games – discuss creativity, collaboration and Corvids</title>
		<link>https://www.mojo-nation.com/jasper-beatrix-the-design-collective-at-dvc-games-discuss-creativity-collaboration-and-corvids/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=jasper-beatrix-the-design-collective-at-dvc-games-discuss-creativity-collaboration-and-corvids</link>
		
		<dc:creator><![CDATA[Billy Langsworthy]]></dc:creator>
		<pubDate>Thu, 09 Apr 2026 09:09:46 +0000</pubDate>
				<category><![CDATA[Interview]]></category>
		<category><![CDATA[Ben Sobine]]></category>
		<category><![CDATA[DVC Games]]></category>
		<category><![CDATA[Jasper Beatrix]]></category>
		<category><![CDATA[Jess Naito-Tetro]]></category>
		<category><![CDATA[Jono Naito-Tetro]]></category>
		<guid isPermaLink="false">https://www.mojo-nation.com/?p=107258</guid>

					<description><![CDATA[<p>"Each game we produce, sign and work on is something we have always wanted to see": In conversation with the team at DVC Games.</p>
<p>The post <a href="https://www.mojo-nation.com/jasper-beatrix-the-design-collective-at-dvc-games-discuss-creativity-collaboration-and-corvids/">Jasper Beatrix – the design collective at DVC Games – discuss creativity, collaboration and Corvids</a> appeared first on <a href="https://www.mojo-nation.com">Mojo Nation</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><strong><img fetchpriority="high" decoding="async" class="alignnone size-full wp-image-107263" src="https://www.mojo-nation.com/files/2026/04/main-1.jpg" alt="Jasper Beatrix, DVC Games, Ben Sobine, Jono Naito-Tetro, Jess Naito-Tetro" width="700" height="400" srcset="https://www.mojo-nation.com/files/2026/04/main-1.jpg 700w, https://www.mojo-nation.com/files/2026/04/main-1-300x171.jpg 300w, https://www.mojo-nation.com/files/2026/04/main-1-350x200.jpg 350w, https://www.mojo-nation.com/files/2026/04/main-1-25x13.jpg 25w, https://www.mojo-nation.com/files/2026/04/main-1-600x343.jpg 600w" sizes="(max-width: 700px) 100vw, 700px" /></strong></p>
<p><strong>For anyone new to DVC Games, how would you describe the types of games you publish? Is there a common thread that runs through them all?</strong><br />
<strong>Ben Sobine, DVC Co-Founder:</strong> I think we would describe them as the games your friend brings out of their bag with the explanation: &#8220;You really need to check this out.&#8221; I think the common thread is that each game we produce, sign and work on is something we have always wanted to see. Whether that idea stems from a mechanic we&#8217;ve always wanted, or an idea we&#8217;ve always been curious about, our thread is our curiosity and our love of something fun and innovative. My general rule of thumb is I love a game that you see someone playing from afar – and piques your curiosity enough that you simply have to see it up close.</p>
<p><strong>Lovely – and how did the company come about?</strong><br />
<strong>Jono Naito-Tetro, DVC Co-Founder:</strong> Ben, Jess and I wanted to give this a go to use as an avenue for our creativity and love of games, especially after Ben and I ran, and then closed, Story Machine Games years ago. We poked at different things that mattered to us and mostly tried to make the choices that would keep us not too stressed out – but still stimulated to make something we were really proud of. It was never going to be about making even a specific type of game, just games that ultimately made us happy.</p>
<p><strong>Let&#8217;s dive into some! For anyone new to Pacts, how would you pitch it?</strong><br />
<strong>Ben:</strong> This game was originally pitched as Spirit Split and immediately got our attention. It was a really intriguing take on &#8216;I-split-you-choose&#8217; and area control that was just silky smooth and worthwhile to explore. We had already played with the scope of Celtic mythology as an angle for a game, and we started having these great “Wouldn’t it be neat if…” conversations.</p>
<p>The teach is quick, the turns are tense, the feeling is like an authentic artifact on the table. We got to stuff it with all these excellent factions based on myths that were fun to research. Easily a great choice if you care about elegance, efficiency, and “Let’s play again”.</p>
<p><img decoding="async" class="alignnone size-full wp-image-107259" src="https://www.mojo-nation.com/files/2026/04/1-1.jpg" alt="Jasper Beatrix, DVC Games, Ben Sobine, Jono Naito-Tetro, Jess Naito-Tetro" width="700" height="400" srcset="https://www.mojo-nation.com/files/2026/04/1-1.jpg 700w, https://www.mojo-nation.com/files/2026/04/1-1-300x171.jpg 300w, https://www.mojo-nation.com/files/2026/04/1-1-350x200.jpg 350w, https://www.mojo-nation.com/files/2026/04/1-1-25x13.jpg 25w, https://www.mojo-nation.com/files/2026/04/1-1-600x343.jpg 600w" sizes="(max-width: 700px) 100vw, 700px" /></p>
<p><strong>Terrific! And am I right in thinking this is the first game you&#8217;ve taken from an external designer – Ben Brin?</strong><br />
<strong>Jono:</strong> This is!</p>
<p><strong>What made Ben&#8217;s concept stand out? And will you be looking to take on more games from the inventor community moving forward?</strong><br />
<strong>Jono:</strong> To an extent, perhaps. Ben is local and someone we see and talk to a lot, and he has been a playtester of ours for some time. However, he had something he cooked himself, he showed us, and the vision of what it could be – and why it mattered – was clear very early. It did take us months to decide to go external, but the game had a beautiful and elegant style to it, and we knew exactly how to present the vibe of it – which was a theme we had floating around for some time hoping to stick to something. It is a visceral thing, liking something, and it’s hard to describe; it is true of any game we ultimately make.</p>
<p>Members of our community don’t just see it as a game but a projection of ourselves, and they get fiery and revved up about certain projects, and those rise to the top. This one, for instance, did so having mostly been already designed. If folks submit their work to us, we will try to get it in front of those same people, and see if it gets people not just happy, but almost in-our-face excited. The next external design – DUST by Joshua Ehrlich and Danielle Reynolds – will be coming out hopefully this year.</p>
<p><strong>We&#8217;ll keep an eye out for that one. Corvids also caught my eye! How would you describe this one? </strong><br />
<strong>Jono:</strong> Corvids is a game for mischievous folks. You dump out the pile of trash cards and find out what bird you are. From there, there isn’t too much to learn – you peck, then you pick – flipping over cards and messing up the pile as you collect point scoring sets, some of which are special to your bird type. On top of that, if you find someone’s hidden nest, you open up a little take-that stealing, but there are ways to defend against it. Not the least of which is to flip the pile back over your nest to hide it again.</p>
<p>It is exactly what it is – and is consistently a favourite of families where the parents may want to win with care and strategy, and the kids want to play with chaos. Both work in different ways, and both can win.</p>
<p><strong><img decoding="async" class="alignnone size-full wp-image-107260" src="https://www.mojo-nation.com/files/2026/04/2-1.jpg" alt="Jasper Beatrix, DVC Games, Ben Sobine, Jono Naito-Tetro, Jess Naito-Tetro" width="700" height="400" srcset="https://www.mojo-nation.com/files/2026/04/2-1.jpg 700w, https://www.mojo-nation.com/files/2026/04/2-1-300x171.jpg 300w, https://www.mojo-nation.com/files/2026/04/2-1-350x200.jpg 350w, https://www.mojo-nation.com/files/2026/04/2-1-25x13.jpg 25w, https://www.mojo-nation.com/files/2026/04/2-1-600x343.jpg 600w" sizes="(max-width: 700px) 100vw, 700px" /></strong></p>
<p><strong>How did Corvids come about?</strong><br />
<strong>Jess Naito-Tetro, DVC Co-Founder:</strong> Corvids was a move for accessibility mixed with humour and our love of dexterity games. As a former teacher, I am a fan of the &#8220;Beaks of finches&#8221; bio lab here in New York. The game in some ways started out as a few jokes of inspiration, between the flipping, the ‘garbage bag’ mat, and ultimately the tweezers and nests. When we decided to finally publish, I felt pretty confident that a good portion of the world was into corvids specifically. When we showed it alongside other prototypes, getting to use the tweezers and poking at the trash was always the star of the show.</p>
<p><strong>Gamers will see the designer Jasper Beatrix on a lot of these games – and that&#8217;s actually a name for your collective design group. Why have a &#8216;Jasper&#8217;? And what does the design process between you all look like?</strong><br />
<strong>Jono:</strong> At any moment I think there are nearly a hundred game ideas, prototypes, projects, experiments, whatever they may be, floating around in our space. We game together, hang out, and go on adventures. Many of us are individually friends and connected in our own ways as partners, as besties, as roommates, relatives, co-workers, and so on. From the infinite ways we know each other, we get these conversations, wishes and brainstorms that create games in so many ways.</p>
<p>Some folks are more formal ‘game designers’ with a trunk of prototypes and a process; others are impassioned players who just see things a different way and seem to always know a way to get around a given problem or snag. It is one thing to be a singular designer, working alone and presenting iterations of work to the outside world piece by piece and crafting their project&#8230; We, however, see our games zip around between people, especially as we discover something we like, and every conversation becomes important, every one is a brick in a bigger thing.</p>
<p>To fit the names of the worthy on the box alone would be a challenge, and to say ‘Jasper’ is to honour everyone in our lives. Historically games are products of communities and cultures, and in some ways, we think ours are too. The ‘main three’ of us, in a sense, are just archivists or wranglers of joy, making artifacts from chapters of our played lives.</p>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-107261" src="https://www.mojo-nation.com/files/2026/04/3-1.jpg" alt="Jasper Beatrix, DVC Games, Ben Sobine, Jono Naito-Tetro, Jess Naito-Tetro" width="700" height="400" srcset="https://www.mojo-nation.com/files/2026/04/3-1.jpg 700w, https://www.mojo-nation.com/files/2026/04/3-1-300x171.jpg 300w, https://www.mojo-nation.com/files/2026/04/3-1-350x200.jpg 350w, https://www.mojo-nation.com/files/2026/04/3-1-25x13.jpg 25w, https://www.mojo-nation.com/files/2026/04/3-1-600x343.jpg 600w" sizes="auto, (max-width: 700px) 100vw, 700px" /></p>
<p><strong>Lovely answer. Now, before we wrap up, what do you feel is perhaps your most underrated game? We&#8217;ll give it some love here!</strong><br />
<strong>Julia Koerwer (TYPESET, Signal, Here Lies, Inkwell, Rosetta):</strong> I think DVC&#8217;s most underrated game is Signal, personally. It&#8217;s a cooperative puzzle game about trying to communicate with aliens, and it&#8217;s not quite like anything else I&#8217;ve played.</p>
<p><strong>Phil Gross (Normal Human, Medusa’s Garden, TYPESET, Inkwell, Playthings):</strong> I think Karnak is DVC&#8217;s most underrated game. Each player is building gonzo statues in a weird pile-on alley of Egyptian architecture. The entangled incentives are fascinating – you build together and competitively at the same time – and they reflect the actual history of the space. I prefer the game at two to three players. I love that there&#8217;s nothing on the play space except the buildings and the little priests. Karnak feels like an elegant, classic game out of the late 90s, only more culturally insightful.</p>
<p><strong>Jess:</strong> I&#8217;d pick TYPESET – it&#8217;s a word game that you can be good at without a high vocabulary. It combines strategy with gambling. There are even abilities that allow you to get away with something, even if you aren&#8217;t the world&#8217;s best speller. TYPESET can be played in multiple languages at once.</p>
<p>I think word games should be accessible. I was a great speller as a kid, but I had a lot of friends that either couldn&#8217;t spell or were embarrassed by their inability to read or be creative with word choice. My master&#8217;s is in literacy&#8230; I&#8217;ve learned that we learn to love language more when we can be silly and creative with it, not when we feel limited by it.</p>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-107262" src="https://www.mojo-nation.com/files/2026/04/4.jpg" alt="Jasper Beatrix, DVC Games, Ben Sobine, Jono Naito-Tetro, Jess Naito-Tetro" width="700" height="400" srcset="https://www.mojo-nation.com/files/2026/04/4.jpg 700w, https://www.mojo-nation.com/files/2026/04/4-300x171.jpg 300w, https://www.mojo-nation.com/files/2026/04/4-350x200.jpg 350w, https://www.mojo-nation.com/files/2026/04/4-25x13.jpg 25w, https://www.mojo-nation.com/files/2026/04/4-600x343.jpg 600w" sizes="auto, (max-width: 700px) 100vw, 700px" /></p>
<p><strong>Last question! What fuels your creativity? What helps you have ideas?</strong><br />
<strong>Jess:</strong> My own gaming and imaginative experiences as a child inspire me. I&#8217;m big into play-based learning as a parent and educator. It is a huge part of the human condition to learn while playing, and I want to continue to give that to others. If I can help a kid learn a bit of history, deductive reasoning skills, and how to be a good player all in one game? That feels like a good reason to chase a new thing.</p>
<p><strong>Bobby West (Corvids, Here Lies, Rosetta):</strong> Walking in nature helps me with ideas. And consuming other media/games that are not board games, which helps fuel creativity. Along with collaboration with other designers/artists.</p>
<p><strong>Jerry Bright Jr. (Signal, Inkwell, Playthings, DUST):</strong> I want to make the world 1% better. If we can make a few people happy and smile more, we have accomplished that.</p>
<p><strong>Jono:</strong> I think I, along with everyone else, am plagued with ideas all the time. In the shower, driving, reading, walking. The trick is actually putting them on the table.</p>
<p><strong>Guys, this has been great. Thanks again for making time. And worth mentioning too that the DVC Games range will be launching in the UK through Zatu Distribution, and is available for retailers to pre-order now.</strong></p>
<p>–</p>
<p>To stay in the loop with the latest news, interviews and features from the world of toy and game design, sign up to our weekly newsletter <a href="http://www.mojo-nation.com">here</a></p>
<p>The post <a href="https://www.mojo-nation.com/jasper-beatrix-the-design-collective-at-dvc-games-discuss-creativity-collaboration-and-corvids/">Jasper Beatrix – the design collective at DVC Games – discuss creativity, collaboration and Corvids</a> appeared first on <a href="https://www.mojo-nation.com">Mojo Nation</a>.</p>
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