More stats and lessons from Stonemaier Games’ Treasure Chest Kickstarter project:
http://stonemaiergames.com/statistics-from-the-treasure-chest-kickstarter-project/
Tips & Resources for Board Game Designers
More stats and lessons from Stonemaier Games’ Treasure Chest Kickstarter project:
http://stonemaiergames.com/statistics-from-the-treasure-chest-kickstarter-project/
“As a game designer, you need to worry a lot about the costs of various components because those costs can spell the difference between success and failure of a commercial game release.”
Why component costs are important to the art of game design:
“Beware scope creep. Focus on delivering an excellent and concise experience. There’s always the next game to deliver your other cool idea.”
Eight common mistakes that lead to failed Kickstarter campaigns:
http://www.polyhedroncollider.com/2014/07/your-kickstarter-is-rubbish.html
Using Amazon Fulfillment to ship your Kickstarter project:
James Ernest (@cheapassjames) on Kickstarter: ads, art, earnings and more:
http://www.leagueofgamemakers.com/kickstarter-questions-with-james-ernest/
“When the Kickstarter marketplace tells you that your project isn’t interesting, you should believe them. This is so much better than printing a game and then figuring out that you can’t sell it!”
The Game Design Round Table discusses open and hidden information in games:
http://thegamedesignroundtable.com/2014/07/15/episode-88-what-you-dont-know-can-hurt-you/
How to determine whether your game is a good fit for Kickstarter:
http://news.thegamecrafter.com/post/91958856549/is-my-game-good-to-kickstart
“Players who don’t understand your game may be uncomfortable admitting that in a group setting. But these players can offer some of the most valuable feedback to help improve your game, so it is worth following up with people one-on-one.”
A way of looking at board games as the fusion of theme, players, rules and components:
http://www.big-game-theory.com/2014/07/towards-grand-unified-theory-of.html
Something From Nothing discusses working with publishers: timelines, development, graphic design and more
Stonemaier Games shares its top 10 lessons from the Treasure Chest Kickstarter campaign:
Colby Dauch of Plaid Hat Games (@PlaidHatGames) joins the Happy Mitten Games podcast (@HappyMitten) to discuss managing playtesters, working with licensed intellectual property, balancing life and work at a small publishing company and more:
The Ludology podcast discusses numerous aspects of playtesting with Gil Hova (@gilhova):
http://ludology.libsyn.com/ludology-episode-84-the-playtests-the-thing-0
Academy Games’ Uwe Eickert on the dopamine cycle in games, computer vs board games and more:
“You need to make sure that you have built in “days off” from the [Kickstarter] project. If you work for 23 days straight, you’ll go insane.”
“If you don’t like making your work more marketable, you’re not a designer, you’re an artist.”
2014 Dice Game Design Contest
Deadline: Sept. 30, 2014
http://boardgamegeek.com/thread/1200168/2014-dice-game-design-contest