Serge Laget (Shadows Over Camelot, Cargo Noir) talks about designing for the public, collaboration, set collection, deduction and more, in an interview on MeepleTown (@MeepleTown):
http://meepletown.com/2012/09/game-designer-interview-serge-laget/
Tips & Resources for Board Game Designers
Serge Laget (Shadows Over Camelot, Cargo Noir) talks about designing for the public, collaboration, set collection, deduction and more, in an interview on MeepleTown (@MeepleTown):
http://meepletown.com/2012/09/game-designer-interview-serge-laget/
Aldo Ghiozzi, CEO of Impressions, visits the Funding the Dream podcast to discuss publishing numbers and how many copies an average board game sells:
Story Realms co-designer Angie Hickman talks with Richard Bliss (@gamewhisperer) about setting up a social-media strategy ahead of her Kickstarter project:
The designers of Revolver 2 discuss their working relationship, playtest dynamics, icons, modern sensibilities, the economics of publishing and more:
http://boardgamegeek.com/blogpost/12473/designer-diary-revolver-2-~-last-stand-at-malpaso
How to Make Money With Your Game Design
Presented by Keith Meyers at Snakes & Lattes in Toronto on Sept. 30, 2012
What do Kickstarter’s new guidelines for project creators mean for board games?
Some answers from Richard Bliss (@gamewhisperer):
and Daniel Solis (@DanielSolis):
http://danielsolisblog.blogspot.com/2012/09/risk-and-renders-kickstarter-is-not.html
Xavier Lardy (Haunted/Phantom) shares advice on analyzing games, observing playtesters, finding a target audience and more:
http://news.thegamecrafter.com/post/31910763833/xavier-lardy-inducted-into-hall-of-fame
This is a link to the designer call for our upcoming event at RinCon in Tuscon, Arizona. We’re still looking for game designers to bring their prototype games to the event! Pass the word along.
What components, themes, complexity levels, and marketing tactics should you use to reach your game’s target audience?
http://hyperbolegames.com/2012/09/18/building-towards-the-target/
“My most given advice on balancing is to not lose track of beginner and intermediate levels of player – that is – a game can be perfectly balanced for the top level player, but if the beginners don’t have fun with it there will be no top level players.”
Korea Boardgames’ Card Game Design Contest
Deadline: Oct. 10, 2012
Prizes: up to $1,000
http://boardgamegeek.com/thread/858053/2012-kbg-design-contest-card-games
More Solutions to Naked Aggression
http://www.mechanics-and-meeples.com/2012/09/17/naked-aggression-solutions-viticulture/
A response to:
http://cardboardedison.tumblr.com/post/30321993099/totally-uncontrolled-aggression-can-unbalance-a
The Plaid Hat Games (@PlaidHatGames) crew discusses how they work with other companies in the board game industry:
A lively discussion on some fundamental theoretical concepts about what games are, player agency and the goals of games, on the Game Design Theory podcast with Keith Burgun (@keithburgun):
Michael Harrison (@oldbie):
“At the Independent Board Game Survival Guide with @dicehateme @DanielSolis and Dan Yarrington. #EscapistExpo
"How to approach a game publisher? Go to conventions, be friendly, give a killer elevator pitch. If they want to play, even better.
"Know the publishers. Don’t pitch a gross zombie game to a family-friendly publishing company.
"It goes without saying that you should also know the games that the company publishes. Play them. Don’t pitch clones.
"Communities like @CartrunkEnt’s Unpub are great for getting unbiased feedback on your game. http://unpub.net”
Quick tips for things to consider when testing for balance:
Colby Dauch (@PlaidHatGames) joins the All Us Geeks podcast (@AllUsGeeks) to discuss running an up-and-coming board game publishing company, the indie gaming industry, Kickstarter and more:
http://www.allusgeeks.com/2012/09/episode-11-geeks-wear-plaid/
Donald X. Vaccarino discusses deck building, designing expansions and promos, and more on the Little Metal Dog Show (@idlemichael):
http://littlemetaldog.com/2012/09/12/episode-45-hordes-and-awards/
“When you do a game, you just take a little bit of life and just put it on the board. The better life experience you have, I think the better game designer you will be.”
The Syracuse Game Designers’ Guild meets for the first time on Friday, Sept. 14, 2012:
http://www.purplepawn.com/2012/09/syracuse-game-designers-guild/