“I have never designed a perfect game, and likely never will. The one thing I’ve learned from this is that it is okay to change an existing game’s design. Software publishers redesign their products constantly, why don’t game designers do it more often?”
— Chevee Dodd (@CheveeDodd)
“Be as audacious as possible. Better to fail than to suck.”
— Max Temkin, a creator of Cards Against Humanity
“If you feel a similar burning desire to create, don’t get discouraged with rejection. Be relentless—just keep working at it. Inspiration and success come to those who refuse to quit.”
— ~ Philip duBarry (via whyidesigngames)
“Much like buying a car, in design you get what you pay for. Spend time to experiment, think deeply, and test all variations.”
— Grant Rodiek (@HyperboleGames)
“I’ve always believed the best game designers were great observers – people who really looked at the world around them and asked, “what if…”.”
— Keith Meyers
“I think the methods and tricks for designing a card or board game are very similar to those used by novel writers, the main difference being that we game designers skip the hardest part, the actual writing.”
— Bruno Faidutti
“The more I look at game design deeply, the more I realize math class actually had some value.”
— The Author M (@TheAuthorM)
“Pursue that misguided attempt at creating a cool apocalyptic, dinosaur-themed, super-hero disaster of a game! Roll dice and move on a map. Stay up late and drink Monster energy drinks and ruminate on how cool your game is looking in Photoshop. You’ll need the experience, so that you’re ready when that good game idea comes along later.”
— T. C. Petty III (via whyidesigngames)

Brenda Brathwaite: Gaming for understanding

Matt Leacock discusses his process designing Pandemic, in this talk from 2008