Cardboard Architects on theme, mechanics and what drives a design:
http://cardboardarchitects.libsyn.com/cardboard-architects-episode-1-design-drivers
Tips & Resources for Board Game Designers
Cardboard Architects on theme, mechanics and what drives a design:
http://cardboardarchitects.libsyn.com/cardboard-architects-episode-1-design-drivers
The Forbidden Limb podcast on pricing a game and where the profits go.
Audio only: http://theforbiddenlimb.libsyn.com/name-pricing-and-distribution-options-ep1
Printable playtester feedback form, from The Game Designers Clubhouse:
Long version: http://www.patreon.com/creation?hid=1217154
Short version: http://www.patreon.com/creation?hid=1230395
Why games cost what they do–Curt Covert (@SmirkandDagger) and Stephen Buonocore (@StrongholdGames) on publishing costs:
http://www.genesisoflegend.com/2014/11/episode-36-my-game-will-cost-what/
“Like writing or poetry, I think, perhaps, you need to make a lot of bad games before you can make a great one.”
“Make a game that your core audience will love, and don’t worry about those outside your core audience.”
“Playtest other people’s designs. It’s the best game design education you can have.”
“Ideas are overrated. Don’t get attached to them. People don’t play ideas, they play games.”
“The most important part of game design is playtesting. Constant, relentless, iterative playtesting. Every single part of the game has to be battle-tested, every part has to justify its existence.”
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.”