The theme for the August 2012 24-hour game design contest is “harvest”:
http://boardgamegeek.com/thread/836488/24-hour-contest-august-2012
Tips & Resources for Board Game Designers
The theme for the August 2012 24-hour game design contest is “harvest”:
http://boardgamegeek.com/thread/836488/24-hour-contest-august-2012
Advice from Jason Kotarski (@jasonkotarski), designer of The Great Heartland Hauling Co.:
1. Let your life lead you to inspiration. Don’t try to force ideas that don’t fit.
2. Creating boundaries creates possibilities that help you engage fully in what you want to do. Saying no to some things allows you to say yes to the best things!
3. Don’t just consume. Create and contribute. Find your own way to make your mark on the worlds that you love.
4. Simplicity does not have to equal boredom. Make room for decisions in the midst of simplicity.
5. Work hard. Love what you do. Make the most of what you’ve got.
http://boardgamegeek.com/blogpost/12285/designer-diary-the-great-heartland-hauling-co
“Set the game aside from time to time and come back to it after a break. You will be surprised with all the new ideas and insight your subconscious mind will develop.”
“Exceptions-based games are defined by their components’ ability to break the rules. When people try to create immutable rules sets to “contain” them, it fights against the game’s nature. Why fight nature?”
Hyperbole Games (@HyperboleGames) is becoming a publisher
http://hyperbolegames.com/2012/08/02/the-gift-of-independence/
Professional-looking prototype creation: Tips and equipment recommendations from Ted Alspach
http://opinionatedgamers.com/2012/08/02/professional-looking-prototype-creation/
Printable PDF to organize all the vital information for a new game design:
http://boardgamegeek.com/thread/835906/initial-design-sheet-what-do-you-think
August 2012 Game Design Showdown, by the Board Game Designers Forum
Theme: Create a game that increases significantly in scope from beginning to end
Deadline: August 8, 2012
What are the eight most important parts of a game?
http://boardgamegeek.com/thread/835879/ranking-the-eight-most-important-parts-of-a-board
Some tips for exhibiting at a convention:
An open offer to translate your board game into French for free:
http://boardgamegeek.com/thread/835384/free-french-translation-services-for-games-develop
Mashup Game Design & Artwork Contest
A fun game-concept contest using mashed-up names from the BoardGameGeek database
Deadline: Sept. 1, 2012
Prizes: Geek Gold
http://boardgamegeek.com/thread/835311/mashup-game-design-artwork-contest
Depth, breadth, span and volume in games:
http://fellonmyhead.blogspot.com/2012/07/depth-breadth-span-and-volume.html
“Sometimes, in the quest for elegant simplicity, designers over-abstract to the point where the game is actually harder to grok.”
AEG seeks games set in Tempest, a fictional city-state whose characters will inhabit board games that the company is soliciting from designers.
Todd Rowland (@toddrowland) explains on The Little Metal Dog Show (@idlemichael):
http://littlemetaldog.com/2012/07/13/episode-43-salutempest/
SEE ALSO: AEG’s Tempest Designer Resource page: http://www.alderac.com/tempest/designer-resource/
“Me being stuck on a design is the game’s way of telling me that I am not going in the right direction.”
“The longer your game, the more devastating a land mine luck can be if it takes away player empowerment. Use luck, yes, but use it wisely.”
Cartunk Entertainment (@CartrunkEnt) is formalizing its Unpubs into an annual program:
http://us4.campaign-archive2.com/?u=555654fce7a68d736c015d4ec&id=d4ddeb163f
Designer’s block: ideas for how to get things rolling
“Designers: Use band-aid rules sparingly. Remember, we have the power to reverse time and prevent the boo-boo from ever happening.”