Elevator pitches: even more important than you think:
http://boardgamegeek.com/blogpost/34744/how-build-game-9-work-your-elevator-pitch
Tips & Resources for Board Game Designers
Elevator pitches: even more important than you think:
http://boardgamegeek.com/blogpost/34744/how-build-game-9-work-your-elevator-pitch
The top 10 things aspiring board game designers need to know
A taxonomy of game scoring methods:
http://paulowengames.blogspot.com/2014/10/point-tracking-methods.html
The State of Games podcast discusses some important decisions that face designers, publishers and players:
http://dicehateme.buzzsprout.com/3256/211145-the-one-about-making-good-decisions
How to give and receive feedback on a Kickstarter campaign:
http://stonemaiergames.com/kickstarter-lesson-123-how-to-give-and-take-tough-love-feedback/
How to make your rulebook flow smoothly:
The benefits of prototyping early in the process:
http://boardgamegeek.com/blogpost/34718/how-build-game-8-build-your-prototypes-early
“If you have a favorite idea that you think would make the best boardgame ever, save it for later. Your first attempt is bound to be terrible (everyone’s is), so don’t waste your favorite idea on that.”
What data to collect from playtesters–a Reddit tabletop designers discussion:
Different ways you can make Kickstarter backers feel valued:
http://stonemaiergames.com/kickstarter-lesson-122-the-5-love-languages-of-crowdfunding/
“Every theme has elements in it that appeal to different people. It’s your job as a designer to find these elements.”
Getting players invested in your game’s theme:
http://oakleafgames.wordpress.com/2014/10/08/choosing-a-game-idea
Why marketing your game should begin as you design it:
http://boardgamegeek.com/blogpost/34663/how-build-game-7-want-kickstart-your-game-marketin
Thoughts on designing dexterity games:
How to go about cutting from your design:
http://boardgamegeek.com/blogpost/34638/how-build-game-11-cut-cut-cutfind-base-game
Australian playtesting events for October 2014:
http://www.reddit.com/r/tabletopgamedesign/comments/2ii18e/australian_playtest_events_october/
The theme for the October 2014 24-hour game design contest is “pumpkin”:
http://boardgamegeek.com/thread/1248370/24-hour-contest-october-2014
How designers can approach difficult themes in board games:
Creating tension through the decision-resolution cycle:
http://www.boardgamegeek.com/blogpost/34527/creating-tension-through-decision-resolution-cycle
Ignacy Trzewiczek (@trzewik) joins Something From Nothing to discuss thematic games, publishing mistakes, starting out as a designer, taking advice and feedback, and more