The Designer, Indie & Small Publisher’s Guide to Gen Con Indy
http://boardgamegeek.com/thread/984519/the-designer-indie-small-publishers-guide-to-gen
Tips & Resources for Board Game Designers
The Designer, Indie & Small Publisher’s Guide to Gen Con Indy
http://boardgamegeek.com/thread/984519/the-designer-indie-small-publishers-guide-to-gen
This month’s roundup of board game design tips features down-to-earth advice for meeting with publishers, some insights into the human brain, a reminder about playtesting (hint: playtest!) and more…
The Dice Tower’s Top Ten Tips for Game Designers
The benefits of crappy prototypes:
http://exampleofplay.wordpress.com/2013/05/30/the-benefits-of-crappy-prototypes/
“Keep going, keep going, keep going! Never stop. If you believe in it, you have to put the work into it. The difference between an idea in your head and product in stores is perseverance.”
City of Remnants designer Isaac Vega (@IsaacVegaDesign) discusses process, prototyping, playtesting, perseverance and more:
Tips for setting goals for board game designers and publishers:
http://gameofmarketing.blogspot.com/2013/05/how-do-you-win-importance-of-goals.html
Lessons learned from the Paradise Fallen Kickstarter campaign, by Patrick Nickell of Crash Games (@crash_games):
http://www.stonemaiergames.com/kickstarter-retrospective-2-what-you-can-learn-from-paradise-fallen/
The psychology of loss aversion and how it can be used in board games:
http://www.mechanics-and-meeples.com/2013/05/28/psychology-of-gaming-loss-aversion/
Korea Boardgames Design Contest 2013
Deadline: July 21
Prizes: up to $1000 and possible publication
http://boardgamegeek.com/thread/982738/kbg-design-contest-2013-1600s-prize-pool
A look at games that use an action point allowance system:
http://www.islaythedragon.com/2013/05/where-actions-at-guide-to-action-point.html
Several print-and-play board game design contests are running this summer:
http://boardgamegeek.com/blogpost/19776/pnp-design-contests-for-the-summer-of-2013
IPad apps that can help you design board games: suggestions from the BoardGameGeek designers forum:
http://boardgamegeek.com/thread/981411/ipad-friendly-apps-for-game-board-designs
Grant Rodiek (@HerrohGrant) on setting design goals, improving your game, randomness, preparing to become a publisher and more:
“A design, without testing, is just a hypothesis. Playtesting for me is the scientific aspect that refines the art and creative stuff.”
Down-to-earth advice for setting up meetings with publishers, from Chevee Dodd (@cheveedodd):
“Forget about the pitch. Seriously. Just stop. Your number one goal should be to just get to know them, not shove a game in their face.”
http://www.cheveedodd.com/thoughts-networking-earns-pitches.html
Hundreds of links to board game design and publishing resources:
Two pieces of advice from Matt Worden (@MattWordenGames): (1) Talk with Folks, and (2) Finish Something:
http://hyperbolegames.com/2013/05/22/freestarter-interviews-matt-worden/
At what point does a good idea become a bad idea? BGDF users discuss how to prevent yourself from injecting too many ideas into a game:
The Ludology podcast discusses designing licensed games:
http://ludology.libsyn.com/ludology-episode-56
SEE ALSO: The Plaid Hat Podcast on licensed games: