The Game Crafter’s Sprue Challenge
Deadline: Feb. 23, 2015
Tips & Resources for Board Game Designers
The Game Crafter’s Sprue Challenge
Deadline: Feb. 23, 2015
Pricing a print-on-demand game:
http://danielsolisblog.blogspot.com/2014/11/breakdown-of-pod-pricing.html
“I would recommend that aspiring game designers play a wide variety of games. Play the games you know you’ll enjoy, and also play games in other categories that you know less about.”
A 72-hour Paper Game Jam starts Nov. 28, 2014:
The Building the Game vidcast on issues in dealing with publishers and in self-publishing
What it means to be a designer/publisher of board games, and how the business side of things works:
How to build your brand and community online through good commenting:
http://stonemaiergames.com/kickstarter-lesson-128-the-art-of-the-comment/
Advice for pitching at a publisher speed-dating event:
The paradox of choice, sources of analysis paralysis and reducing downtime:
Three things that make an asymmetric game successful:
How to make custom stickered dice:
http://mvpboardgames.blogspot.com/2014/11/design-tip-of-week-23-how-to-make.html
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.”