The Game Crafter Official Podcast discusses intellectual-property questions:
http://thegamecrafter.libsyn.com/intellectual-property-and-the-game-crafter-episode-8
Tips & Resources for Board Game Designers
The Game Crafter Official Podcast discusses intellectual-property questions:
http://thegamecrafter.libsyn.com/intellectual-property-and-the-game-crafter-episode-8
Advice for finding work in the board game industry:
http://www.leagueofgamemakers.com/how-to-work-in-the-gaming-industry/
7 Questions To Ask Yourself Before Crowd Funding A Board Game
Seth Jaffee (@sedjtroll) on working with a developer and writing rules
Have auction games fallen out of favor? A Board Game Designers Forum discussion:
The theme for the March 2015 24-hour contest is “confusion”:
http://boardgamegeek.com/thread/1329667/24-hour-contest-march-2015
Aether Magic designer Matt Worden (@MattWordenGames) on using feedback from playtesters, prototyping, player counts, working with a publisher and more:
“Your first priority is making a great, fun game. Your second priority is to make it functional to test, test, test.”
Matt Riddle (@mdriddlen) and Ben Pinchback (@pinchback21) join the Building the Game podcast (@PodcastBTG) to offer advice for pitching to a publisher:
http://www.buildingthegamepodcast.com/2015/03/01/episode-144-pinchback-and-riddle/
This month’s roundup of useful board game design links features two more infographics from our series on licensing contracts, advice for playtesting brutally, tips from some giants
in the industry and lots more.
featured:
theory:
playtesting:
industry:
publishing:
prototyping:
process:
Cardboard Edison is supported by our patrons on Patreon.
SENIOR INVENTORS: Steven Cole, Richard Durham,
Jeff Johnston, Matthew O’Malley, Isaias Vallejo
JUNIOR INVENTORS: Stephen B Davies, Luis Lara,
Behrooz Shahriari, Aidan Short, Jay Treat
ASSOCIATES: Robert Booth, Zachery Cook, Doug
Levandowski, Nathan Miller, Marcel Perro
APPRENTICE: Gino Brancazio, JR Honeycutt, Brad Price
Tips for writing rules: word choice, rulebook organization, proofreading and more:
http://sedjtroll.blogspot.com/2015/03/tips-for-rules-writing.html
Board Game Design Forum’s Game Design Showdown for March 2015
Create an area-control game played with a partner or team, where partners are not allowed to communicate with each other
Deadline: March 8, 2015
How players’ associations with certain components can affect their experience of a game:
Methods of creating tension:
After the Kickstarter ends: lessons on communication, manufacturing, fulfillment, shipping and more:
http://theinquisitivemeeple.com/2015/02/27/designing-meeples-after-the-kickstarter-ends/
What makes choices in games meaningful, and how games can use them to their full advantage:
http://ruddygam.es/tabletop-lessons-for-digital-designers-pt-1-meaningful-choices/
“Not all problems have easy, perfect solutions, and you shouldn’t be afraid to try something unusual when all the solutions are messy anyway.”
“Don’t worry about throwing what you feel may be a dumb theme on a game, it may just work better than you think.”
“If you find that the current game is just frustrating, throw it in the pile and start working on something else. It’s okay to make a bad game. It’s not okay to release a bad game.”
Ignacy Trzewiczek (@trzewik) on why playtesters are liars, pitching to publishers, making beautiful prototypes and more