David Sirlin (@Sirlin) joins the Game Design Round Table podcast to discuss the design process, balancing a game, running a game company and more:
http://www.buzzsprout.com/7928/96098-30-design-lessons-sirlin-games-with-david-sirlin
Tips & Resources for Board Game Designers
David Sirlin (@Sirlin) joins the Game Design Round Table podcast to discuss the design process, balancing a game, running a game company and more:
http://www.buzzsprout.com/7928/96098-30-design-lessons-sirlin-games-with-david-sirlin
Albino Dragon Games (@TheAlbinoDragon) shares the top 12 lessons they’ve learned about making a Kickstarter campaign successful:
http://www.unboxedtheboardgameblog.com/2013/06/so-you-want-to-do-kickstarter.html
The Plaid Hat Podcast (@PlaidHatGames) discusses the growing pains that face an up-and-coming game publishing company:
The Ludology podcast discusses objectives, and what types of objectives work well:
Some features of great games, and tips for how you can add them to your games:
http://hyperbolegames.com/2013/06/03/the-great-game-molecules/
Board Game Design Forum’s June 2013 Game Design Showdown
Theme: “Everyone’s a Villain to Someone”
Deadline: July 9, 2013
What can we learn from the board game Kickstarter campaigns that fell the furthest short of their goals?
http://boardgamegeek.com/blogpost/19963/kickstarter-analytics-biggest-losers
Be sure to check out the rest of the series of “Kickstarter Analytics” posts here:
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