Advice for young designers: what you should learn and what it’s like making a living as a designer:
http://danielsolisblog.blogspot.com/2013/08/what-would-you-tell-your-teenage-self.html
Tips & Resources for Board Game Designers
Advice for young designers: what you should learn and what it’s like making a living as a designer:
http://danielsolisblog.blogspot.com/2013/08/what-would-you-tell-your-teenage-self.html
A guide to network-building games:
http://www.islaythedragon.com/2013/08/to-get-this-train-rolling-well-have-to.html
Christopher Badell of Greater Than Games (@GTGamesLLC) discusses trade shows, building a community, expansions and more on Board Game University:
http://boardgameuniversity.libsyn.com/board-game-university-episode-14-christopher-badell
Ways to streamline gigantic, clunky top-down designs - #1: Cut rules that includes “But only if” or “But not if”
#2: if you have rules that cover similar factors but in different scenarios, combine them into a unified rule system.
#3: Find out what’s confusing players. If you can, cut it entirely.
#4: Difficulty and complexity are not the same thing. You can make a game difficult without making players jump through hoops. Eliminate bean counting and logistics, replace with difficult snap decisions.
–Sam Liberty (@SA_Liberty)
“You are not your Kickstarter”: A reminder about getting in the right frame of mind during your campaign:
http://www.btgco-op.com/2013/08/29/you-are-not-your-kickstarter/
How to reboot an unsuccessful Kickstarter project:
The psychological and cultural connotations of different colors:
http://urbantimes.co/2013/08/the-complete-guide-to-colour-psychology/
What makes a euro a euro?
What to expect from a publisher after you’ve submitted your game:
http://scottalmes.wordpress.com/2013/08/26/publisher-reactions/
Card design guidelines: tips for making your game’s cards easy to use:
http://www.reddit.com/r/tabletopgamedesign/comments/1l5pzx/card_design_guidelines/
The importance of graphic design: Forget the debate over “pretty” prototypes, here are some tips and resources to make them functional:
http://themetagame.blogspot.com/2013/08/the-importance-of-graphic-design.html
Tips for getting out of a mid-Kickstarter slump:
Channel A designer Ewen Cluney on finding a publisher, running a Kickstarter campaign, creating what moves you, and more:
http://news.thegamecrafter.com/post/59398255200/ewen-cluney-inducted-into-the-hall-of-fame
A panel of game designers at Gen Con discuss lots of topics of interest to new designers, including the design process, prototyping, playtesting, working with publishers and more:
http://www.buildingthegamepodcast.com/2013/08/25/episode-65-game-designer-workshop-gencon-2013/
The psychology of rewards in games:
http://www.mostdangerousgamedesign.com/2013/08/the-psychology-of-rewards-in-games.html
How to decide whether to cancel your Kickstarter campaign:
http://www.stonemaiergames.com/kickstarter-lesson-49-to-cancel-or-to-finish/
Stonemaier Games’ Jamey Stegmaier and Alan Stone join the EpicTurn podcast (@EpicTurn) to discuss Kickstarter, publishing, fulfillment and more:
D. Brad Talton Jr. of Level 99 Games (@Level99Games) discusses running a small publishing company, working with artists, fulfillment and more:
The Building the Game podcast (@PodcastBTG) hosts a game designers roundtable about the process of creating board games:
Game Design is Mind Control: a talk from Luke Crane and Jared Sorensen
http://www.genesisoflegend.com/2013/08/episode-21-game-design-is-mind-control/