“Make sure you have enough fans, friends, family, or followers to provide the first 30% of your project’s funding in the first weekend. People ignore ‘losing’ projects, so do the word-spreading, money-asking thing.”
— Chris Henderson, creator of What?!? Oh… The Game of Couples Banter
“The argument “because it makes the game easier to balance” is not compelling. Our job is to make the game easier for players, not us.”
— Eric Lang (@eric_lang)
“Game designers, look past “Mechanics First” or “Theme First.” There is also “Components First,” or “Emotion First,” or even “Art First.””
— Daniel Solis (@DanielSolis)
“Playtest a billion times.”
— Scott Almes (@Scott_Almes)
“Fail often. We learn so much more from our failures than we do our successes. It’s hard to know why something works, it’s easy to spot why it’s flawed.”
— Chevee Dodd (@cheveedodd)
“Make time for family and friends. Easy to get over-run, or over-excited about a project.”
— @MVPBoardgames
“Releasing a game is like having a baby, except there’s no taboo on folks saying your baby is hideously ugly. ;-) “My! What an ugly baby!””
— Daniel Cook (@danctheduck)
“Rulebook Layout Tip: You can usually combine your components overview and setup example into one diagram to save room.”
— Daniel Solis (@DanielSolis)
“Consume knowledge and experience as though starving. Then, go by your gut.”
— Eric Lang (@eric_lang)
“Design tip: do whatever works because people will bitch one way or the other!”
— Adam McIver (@ad7m)