“Letting yourself get too close to a game will prevent you from seeing problems that are obvious from the outside. For the sake of your game, take a step back and try to maintain a level of rationality when making design decisions.”
“Have a backup. If that’s regular freelance work, a part time job, or a sugar daddy – whatever it is, just make sure you have enough money to keep the power on and ramen in the pantry. It’s really hard to come up with creative ideas and take bold chances when you’re worried about money.”
What non-abstract game designers can learn from abstract game designers, and vice versa:
http://drwictzboardgames.blogspot.com/2014/11/faculty-lounge-nick-bentley-of-nick.html
Kickstarter lessons learned: playtesting, reviews, price points and more:
http://www.hoggerlogger.com/2014/11/25/kickstarter-what-we-did-right-and-what-we-did-wrong/
A breakdown of the various subjects, settings and scopes that a game’s theme can take on, and how that translates to the player’s experience:
http://boardgamegeek.com/blogpost/36111/players-point-view-theme-and-framing-experience
Pricing a print-on-demand game:
http://danielsolisblog.blogspot.com/2014/11/breakdown-of-pod-pricing.html
How to build your brand and community online through good commenting:
http://stonemaiergames.com/kickstarter-lesson-128-the-art-of-the-comment/
