Galen Ciscell, designer of Atlantis Rising, shares some lessons learned about working with a publisher on his game’s artwork and components:

If you find yourself doing the art direction for your game, know what you want ahead of time, communicate that clearly to your artist both verbally and, if possible, visually, and work with your artists from the beginning to realize your vision.

Be willing to adapt and experiment with new ideas you hadn’t considered. Publishers and artists know the business and know what is doable and what could be improved!

http://boardgamegeek.com/blogpost/12580/designer-diary-atlantis-rising-or-how-atlantis-ros

Some semi-serious advice from Aaron Weissblum, co-designer of San Marco and other games:

Make sure you have lots of friends that really like you and are willing to spend many hours testing crappy games.

Play lots of games! When you love a game ask yourself why. When you almost love a game ask yourself what’s missing.

Quit your day job. Recent research indicates that fewer than half of people with day jobs are successful game designers.

http://www.otb-games.com/inventor-of-the-month-aaron-weissblum/

Brittania designer Lewis Pulsipher (@lewpuls) gave a wide-ranging two-hour talk at the recent World Boardgaming Championships, covering topics including:

  • the way the industry is set up and how it’s changing
  • the working processes of board game designers
  • what makes a good game
  • variety vs. replayability
  • licensing contracts
  • intellectual-property law

http://pulsiphergames.com/teaching1.htm

Direct link to mp3: http://pulsiphergames.com/presentation/Lew%20Talk%20at%20WBC%202012.mp3