Gil Hova (@gilhova) on playtesting, design resources and tools, moving into self-publishing, having thick skin and lots more:
http://andhegames.com/how-gil-hova-designer-of-battle-merchants-makes-games/
Tips & Resources for Board Game Designers
Gil Hova (@gilhova) on playtesting, design resources and tools, moving into self-publishing, having thick skin and lots more:
http://andhegames.com/how-gil-hova-designer-of-battle-merchants-makes-games/
“Everyone has something to tell you. No matter how far along your design is, it can always benefit from feedback. Even if you don’t think the feedback is right, it has a grain of useful information about something your game can do differently, and sometimes better.”
Starting tools for a prototyping kit:
http://boardsandbarley.com/2014/11/14/game-design-starter-prototyping-tools/
Building a community for your game, a panel from Metatopia 2014
Tips for writing and organizing rulebooks
“I believe in erring on the short side. Keep your players wanting more. Too many games overstay their welcome. Instead, add replay variety to encourage players to play again.”
Tom Lehmann on being a full-time designer, collaboration, designing simultaneous systems, completing your first designs and more:
Advice for making Kickstarter backers feel heard:
http://stonemaiergames.com/kickstarter-lesson-127-give-each-backer-a-voice/
Building a Better Prototype, a Metatopia 2014 panel with prototyping tips for designers
“Creativity is a muscle, and you need to exercise that muscle. It’s that simple.”
“You can think you have it mathed out, but if the butter to pancake ratio just seems off in your game then you gotta just add more butter.”
Achieving fun by making players feel smart and unique:
http://mvpboardgames.blogspot.com/2014/11/design-tip-of-week-22-fun-to-time-ratio.html
What chefs can teach us about game design:
http://kevingnunn.com/2014/11/08/what-chefs-can-teach-us-about-game-design/
Getting it right and wrong on Kickstarter: page layout, engagement with backers, reviews and stretch goals:
http://meltdowngames.wordpress.com/2014/11/11/gothic-doctor-wrap-up-part-2-during-the-project/
“Take a critical look at your game: Why does it need to be published, and how is it excelling? How is it doing something different than other games have done in the recent past?”
Advice for starting small as a new publisher:
http://stonemaiergames.com/good-creator-bad-creator-a-guest-post-by-brian-henk/
The theme for the November 2014 24-hour contest is “beard”:
http://boardgamegeek.com/thread/1265203/24-hour-contest-november-2014
Larry Roznai of Mayfair Games (@mayfairgames) and Patrick Nickell of Crash Games (@Crash_Games) on how designers and publishers work together, on the Meeple Syrup vidcast (@MeepleSyrup)
Thoughts on action cards and their role in a game:
A list of market mechanics and how they can be used in board games:
http://drwictzboardgames.blogspot.com/2014/11/market-mechanic-lecture-retrospective.html