“When you can look at the needs of the market and not just your own personal tastes, your games go much further. You gotta still like and be proud of what you’re designing, of course, or what’s the point?”
— Kevin Wilson (@KevinWilson42)
“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.”
— Philip Reed
“Beware scope creep. Focus on delivering an excellent and concise experience. There’s always the next game to deliver your other cool idea.”
— Eric Lang (@eric_lang)
“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!”
— James Ernest (@cheapassjames)
“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.”
— David Chott (@3haresgames)

Something From Nothing discusses working with publishers: timelines, development, graphic design and more