The basics: first lessons for aspiring game designers:
http://boardgamegeek.com/thread/1217972/lessons-learned-aspiring-game-designer
Tips & Resources for Board Game Designers
The basics: first lessons for aspiring game designers:
http://boardgamegeek.com/thread/1217972/lessons-learned-aspiring-game-designer
The Game Design Round Table discusses betrayal as a game mechanic:
http://thegamedesignroundtable.com/2014/08/12/episode-92-et-tu-brute/
Rules of thumb for setting your first Kickstarter campaign’s funding goal:
http://news.thegamecrafter.com/post/94543248288/set-a-funding-goal
A first-time publisher shares lessons learned midway through the process of putting out their first game:
Tips for making publisher contacts at conventions:
http://mvpboardgames.blogspot.com/2014/08/dtow-15-learning-from-wbc.html
Graphic design for game designers: enabling playtesters and tempting publishers:
http://www.leagueofgamemakers.com/putting-the-design-in-graphic-design/
Marketing should begin well before the Kickstarter launch and continue afterward:
http://boardgamegeek.com/blogpost/32902/planning-ahead-learning-market-you-launch
A.J. Porfirio of Van Ryder Games (@VanRyderGames) joins All Us Geeks (@AllUsGeeks) to discuss how Kickstarter has changed, game design, being involved in the community, preparing for your project and more:
http://www.allusgeeks.com/2014/08/the-game-of-crowd-funding-aj-porfirio-interview-08-06-2014/
Marketing Yourself as a Game Designer, by Dr. Lewis Pulsipher
The Ludology podcast discusses prototyping methods, materials and software:
Should elegance be the ultimate goal of every design? A BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/1216130/simple-and-elegant-isnt-what-we-should-all-be-goin
A new designer offers 10 takeaways from his first time pitching to a publisher:
http://boardgamegeek.com/thread/1215917/10-takeaways-pitching-well-known-publisher
“Player incentive and motivation concerns are a huge part of game design. An action in a game can be highly advantageous, but if it doesn’t look advantageous to the players, they won’t try it and will never learn its true value. As a designer, you have to manage the appearance of contingencies as much as the reality of them.”
Considering what makes a game element a game-defining one:
Money and its use in board games:
http://drwictzboardgames.blogspot.com/2014/08/market-mechanic-lecture-money.html
Advice for how to plan out and reveal Kickstarter stretch goals:
Nick Bentley on catchup mechanisms, emergent complexity, goal-oriented design and more:
http://boardgamegeek.com/blogpost/32438/designer-diary-caught-catchup-or-my-attempt-deep-m
Why you should try to streamline your game:
“Before you say that your game will lose something if you try to streamline it, be reasonably sure that there isn’t a way that will make it easier on your future players and virtually the same when it comes to the feel of the game and the number of options it provides.”
9 daily activities to build your Kickstarter fan base:
How to create a sell sheet to get publishers interested in your game:
http://www.leagueofgamemakers.com/how-to-build-a-sell-sheet-for-your-game/