Quick tips for things to consider when testing for balance:

  • Take notes throughout, but act upon the final result.
  • Good balance isn’t just fairness, but an approximately equal set of choices.
  • Always keep your design goals in mind.
  • Test with the same data before making changes.
  • Balance testing cannot truly begin until the mechanics are completed.

http://hyperbolegames.com/2012/09/14/balance-testing/

James Ernest (@cheapassjames) on the biggest obstacle to becoming a game designer:

There are two definitions of “game designer.” They are “creator” and “developer” or maybe “inventor” and “refiner.” These are both important jobs and you don’t usually find them both in the same person.

“Refiners” need their adult brains turned on. They need to be critical, ask questions, test, and fix broken games. As such, people who tend to live in their adult mode all the time make better refiners.

“Inventors” need their adult brains to shut up. When you’re making something new, everything needs to be awesome. You need to stop second-guessing every spark before you manage to light the fire. You need to stop fixing the leaks before the ship is built. So people who can think with their child brains make better Inventors.

I’d say the biggest obstacle to your becoming a well-rounded game designer is your natural tendency to spend all your waking life thinking with your adult brain.

http://www.reddit.com/r/IAmA/comments/zq14c/im_james_ernest_president_of_cheapass_games_and/c66rnwz

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