Benefits of finding new ways to achieve a design’s goals:
http://boardgamegeek.com/blogpost/35007/how-build-game-19-challenge-same-thing-different-w
Tips & Resources for Board Game Designers
Benefits of finding new ways to achieve a design’s goals:
http://boardgamegeek.com/blogpost/35007/how-build-game-19-challenge-same-thing-different-w
What to say on the front of the box to draw in potential customers:
http://blueroom.labvc.com.au/2014/10/24/present-amateur-designer-without-even-knowing/
A list of publishers that are accepting submissions, and what types of games they’re looking for:
http://www.bgdf.com/forum/game-creation/publication/list-publishers-2014-edition
Games every designer should play to become familiar with the breadth of modern gaming:
Data on the $1 reward level and Kickstarter success:
http://gotgeniusgames.com/kickstarter-stats-101-1-reward-level/
Ways to find inspiration for designs:
http://boardgamegeek.com/blogpost/35005/how-build-game-17-develop-inspirational-resources
“Games don’t need to be perfect in order to be play tested. Games need to have the passion to be developed.”
Hidden trackable information–why a designer might want to use it:
“Things can sound good in your head and work well on paper, but you can’t predict if the game will be fun or not until you get something to the table that can be played.”
The purpose of expansions:
http://boardsandbarley.com/2014/10/21/the-purpose-of-expansions/
Paid and free ways to drive traffic to your Kickstarter:
http://www.albinodragon.com/blog/how-to-get-your-kickstarter-seen-by-the-masses/
“My rule for designing a game is that anything I can take out of the game, I take out, as long as it doesn’t undermine the base part.”
750 free icons, courtesy of Google:
https://github.com/google/material-design-icons/releases/tag/1.0.0
Unpub Mini San Diego is Nov. 15, 2014:
The merits of dice:
http://lawofgamedesign.com/2014/10/20/theory-using-dice-as-a-design-tool
“New game designers underestimate how long their game will take to play. If you think you need 6 tokens, you probably need 3.”
“Your current idea is not your last idea. More will come.”
“Working on the first game that you’re serious about self-publishing? Start small. No, smaller. Smaller. Keep going.”
“Don’t make the players keep playing once you’ve figured out what is broken.”
“Playtest a lot. Get comfortable asking strangers at a game store or convention to play *without* being awkward about it.”