[Speaker: Wesley Jeffries, Nathan Walker] For analog designers the transition from playable paper prototype to a game that is professionally printed is fraught with pitfalls. Manufacturing costs require developers to be flexible in not only how game items get printed, but also whether those items get printed at all. The realities of manufacturing can and will force changes to the design of your game. In our talk we will discuss the problems we encountered preparing our most recent game for printing and the solutions we devised; some of which required significant changes. Attendees will learn about the basics of preparing a prototype for printing, software knowledge required, and how the constraints of manufacturing can improve the design of your game.