10 things to remember about working with “creatives”–artists, videographers, etc.:
http://boardgamegeek.com/thread/1224567/working-creative-people-artists-graphic-designers
Tips & Resources for Board Game Designers
10 things to remember about working with “creatives”–artists, videographers, etc.:
http://boardgamegeek.com/thread/1224567/working-creative-people-artists-graphic-designers
“Listen, listen, listen! When the publisher speaks - really listen to what he/she is saying. Then respond in a way that shows you were listening.”
“Probably most important early on is to get comfortable with the idea of failure and that failing faster is a good thing. Get your game on the table as quickly as you can and in front if as many different players as you can. Get it out of your head and onto the table so it can take on a life of its own and the game can emerge and evolve from interaction with players.”
The Bamboozle Brothers offer tips for aspiring game designers on how to approach publishers with a new game:
The difference between price mechanics and price themes:
http://drwictzboardgames.blogspot.com/2014/08/market-mechanic-lecture-prices.html
Designing asymmetry into a game–how to get started:
How to run a Kickstarter project while attending a convention:
Exploring race representation in board games and why it matters:
http://www.acrosstheboardgames.net/luke/we-need-diverse-games/
When is a design too complex? A Board Game Design Forum discussion:
http://www.bgdf.com/forum/game-creation/mechanics/when-something-too-complex
“For your own peace of mind, if you’re new to a field, start with a tiny successful project instead of a giant unfinished masterpiece.”
“Even though it might just be a one-man operation, look as professional as possible–don’t make it look like a one-man operation.”
Nestorgames Rings Game Design Contest
Deadline: Oct. 31, 2014
Prize: possible publication
http://boardgamegeek.com/thread/1221878/nestorgames-rings-game-design-contest
“When someone takes a shot at a game you created, smile, thank them for their time, and say that you hope they like your next game better.”
Tips for navigating a large convention as a publisher or designer:
http://stonemaiergames.com/top-10-lessons-learned-and-highlights-from-gen-con-2014/
Learning lessons from published designs:
http://mvpboardgames.blogspot.com/2014/08/design-tip-of-week-16-lessons-from.html
Chris Kirkman of Dice Hate Me Games (@dicehateme) joins the Creators Cast to offer tips for how to pitch to a publisher:
“If you’re working from an older mechanism, it should be the start of your design, not the end.”
Advice for setting Kickstarter pledge levels:
http://news.thegamecrafter.com/post/95106242404/pledge-levels
Different ways of implementing asymmetry in games: