“First rule of “design club”: You design a game for the people (players)–you don’t design it for your ego.”
— Nuno B. Sentieiro (@Sentieiro)
“It’s ok to be disappointed if someone doesn’t like your game…it’s not ok to get mad at them for not liking it.”
— Anthony Racano (@CBJPodcast)
“Always pursue interests outside your job. I strongly feel that my best contributions to board game design come from my outside interests.”
— Kevin Wilson (@KevinWilson42)
“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.”
— Tom Jolly
“Remember that a good design discussion, one filled with disagreement, is not necessarily a sign of discord, but one of passion.”
— Grant Rodiek (@HerrohGrant)
“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.”
— Gil Hova (@gilhova)
“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.”
— Daniel Solis (@DanielSolis)
“A critical skill you must develop is the ability to gather test input regardless of what your testers say or do not say.”
— Grant Rodiek (@HerrohGrant)