Designing around an experience:
https://oakleafgames.wordpress.com/2015/03/12/designing-around-an-experience/
Tips & Resources for Board Game Designers
Designing around an experience:
https://oakleafgames.wordpress.com/2015/03/12/designing-around-an-experience/
“Be as objective as you can without discouraging yourself. Be as hard on your own games as you are to the games that you play on a normal game night, but don’t let that discourage you and let you stop making games.”
“If you want to design games for a living, you always need to have WAY more excellent ideas than time. Like, a 10:1 ratio is a good start.”
“Listen to yourself. If you ever find yourself wanting to apologize for some aspect of your design, take note of it! See if there’s a way you can remove it.”
The Meeple Syrup vidcast (@MeepleSyrup) discusses co-designing
Ways to help a game scale well for different player counts:
How to reach out to reviewers politely:
http://www.leagueofgamemakers.com/reaching-out-to-reviewers/
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: