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.
— Tushar Gheewala, inventor of Ninja versus Ninja and Letter Roll
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?
— Eric Lang (@eric_lang)
Sometimes, in the quest for elegant simplicity, designers over-abstract to the point where the game is actually harder to grok.
— Eric Lang (@eric_lang)

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.
— Brenda Garno (@br)
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.
— Flip the Table (@tableflipsyou)