Tips for running a playtest at a board game meetup:
http://www.leagueofgamemakers.com/pints-and-pawns-playtesting-with-london-on-board/
Tips & Resources for Board Game Designers
Tips for running a playtest at a board game meetup:
http://www.leagueofgamemakers.com/pints-and-pawns-playtesting-with-london-on-board/
Creating better game experiences with fun density and memorable endings:
http://www.leagueofgamemakers.com/fun-density-and-colonoscopies/
How to pitch a publisher–and handle the rejection that will likely follow:
An introduction to using grids in laying out rulebooks:
http://danielsolisblog.blogspot.com/2015/03/a-quick-introduction-to-typography.html
“When designing games there’s no substitute for actual playtesting. It may work perfectly in your head. That’s usually not true in reality.”
Reasons not to offer existing products through a new Kickstarter campaign:
http://stonemaiergames.com/kickstarter-lesson-142-selling-existing-inventory/
Ben Rosset (@benrosset) offers advice on following your passion, assembling a prototyping kit, overcoming designer’s block, questions to ask playtesters, pitching to a publisher and more:
http://theinquisitivemeeple.com/2015/03/09/designing-meeples-with-ben-rosset
2015 Korea Boardgames Game Design Contest
Deadline: May 29, 2015
Prizes: Cash and possible publication
http://boardgamegeek.com/thread/1333563/kbg-design-contest-2015-1600-prize-pool
How to create combos that make players feel like alchemists:
On Board Games (@OnBoardGames) discusses narrative arcs in board games with Dirk Knemeyer (@dknemeyer):
http://onboardgames.libsyn.com/obg-153-what-you-want-to-do-is-not-that-interesting
Five ways to know that your in-progress design is worth continuing, and how to go about trying new things to make it work:
http://hyperbolegames.com/2015/03/06/branching-and-experimentation-in-design/
“If someone plays your game and says it’s great, insist that they give you one piece of criticism, no matter how small. After disclosing one complaint, many more might follow.”
Three kinds of down time: plan time, rest time and dead time:
“We’re all just making this up as we go along. Experiment with crazy ideas when you’re designing.”
“I attribute a good part of my success to the hours I’ve spent simply watching people play the games — both to see what engages them and to understand what trips them up while playing.”
Matt Leacock (@mleacock) on keeping co-ops challenging, creating variable player powers, imagining your game like a movie, creating an effective AI and more:
http://theinquisitivemeeple.com/2015/03/06/designing-meeples-with-matt-leacock/
The stigma of “kids games” and the role of theme and mechanics in marketing a game:
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