Resources for public-domain images:
http://www.reddit.com/r/tabletopgamedesign/comments/252yr7/resources_for_public_domain_images/
Tips & Resources for Board Game Designers
Resources for public-domain images:
http://www.reddit.com/r/tabletopgamedesign/comments/252yr7/resources_for_public_domain_images/
Working with new reviewers:
“Always pursue interests outside your job. I strongly feel that my best contributions to board game design come from my outside interests.”
How to brainstorm new ideas–a BoardGameGeek designers forum discussion:
What to pay attention to during a playtest, what questions to ask and what notes to take–a BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/1170252/how-do-you-run-a-play-test
A method of generating game ideas that combines creativity and rigor:
http://nickbentleygames.wordpress.com/2014/05/12/the-100-10-1-method-for-game-design/
On the relationship between theme and mechanics:
http://playdatenh.wordpress.com/2014/05/12/mechanics-theme-other
“When a game company makes the decision to look at your game, they’re going to read the rules and playtest it at least once. It’s going to cost them a few hundred dollars in labor costs, if not more, just to look at your game. So it’s not a decision they make lightly when they read your email and decide whether to look at your project.”
How to approach publishers–via email or in person at conventions:
http://www.leagueofgamemakers.com/how-to-approach-a-manufacturer-with-your-game/
“Remember that a good design discussion, one filled with disagreement, is not necessarily a sign of discord, but one of passion.”
“A playtest where your game breaks? Whether it’s truly a bad playtest is up to you. It could be the most important test of your game’s development.”
A playtest that breaks your game isn’t necessarily bad. Here are some examples of genuinely bad playtests:
A prototyping hack to get perfect cut lines from your paper cutter:
“It really helps to have a short game at Unpub. Players get a tantalizing taste of gameplay and sometimes want to play a second or third time.”
10 ways to address a Kickstarter’s mid-campaign slump:
http://stonemaiergames.com/kickstarter-lesson-95-the-top-10-ways-to-address-the-mid-campaign-slump/
“A critical skill you must develop is the ability to gather test input regardless of what your testers say or do not say.”
How can repeated game elements be improved by thinking of them as background music?
http://oakleafgames.wordpress.com/2014/05/09/background-music-in-board-games
A reminder to look up from your design efforts once in a while:
John Coveyou of Genius Games (@GotGeniusGames) on lining up early Kickstarter backers, searchable titles, turning critics into allies and more:
“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.”