Lessons on pitching from Tabletop Deathmatch:
http://danielsolisblog.blogspot.com/2015/03/5-pitching-lessons-from-tabletop.html
Tips & Resources for Board Game Designers
Lessons on pitching from Tabletop Deathmatch:
http://danielsolisblog.blogspot.com/2015/03/5-pitching-lessons-from-tabletop.html
“Don’t over complicate your ideas. Maybe you are designing a complicated game, and that’s legit, but be really honest with yourself about whether or not you need all of the elements you’ve included.”
“Just a good concept will not work. The concept and theme are important but be sure you’ve really thought out the game play. Playtest and be open to feedback!”
What makes a “thematic” game thematic:
http://islaythedragon.com/featured/thematics-knizia-and-evocative-mechanics/
Philip duBarry (@pdubarry) joins the Gaming Careers Podcast to discuss the process of making a board game, from concept to publisher pitch:
A guide to using public domain and Creative Commons art in your games:
What should be in a licensing contract:
http://theforbiddenlimb.com/2015/03/24/publishing-contracts/
SEE ALSO: http://cardboardedison.tumblr.com/tagged/contract-terms
Ways to speed up your design process:
The right way to use player elimination:
http://matthewgravelyn.com/designing-for-player-elimination/
“Be careful listening to what play testers say. The most valuable information I get from play testing is from watching the play testers. What part of the game are they having the most fun with? What part are they frustrated with etc. They will show you this in how they play the game.”
Detailed information for how to request a quote from a manufacturer:
Teale Fristoe (@fristoe) on blind playtesting, game jams, iterating rules, your first design and more:
http://meeplemechanic.com/foxhole-fiver/teale-fristoe-on-designing-birds-of-a-feather/
Preliminary steps to take before moving into board game publishing:
http://hyperbolegames.com/2015/03/20/some-start-up-thoughts/
Panda Game Manufacturing (@pandagm) answers questions about manufacturing board games
Michael Coe (@Gamelyn_Games) on preparing for a Kickstarter campaign, salability, using BoardGameGeek, director’s cuts and game design, and more:
http://www.leagueofgamemakers.com/a-tiny-epic-interview-with-michael-coe/
“If you’re designing a family filler, just keep it as simply as possible. Trim out every rule you can. Get to the bare bones of your game. Eliminate components. Find the most streamlined version of your game that is still fun.”
The post hoc fallacy in playtesting: why happy players might not be enjoying your game:
http://nerdstable.blogspot.com/2015/03/the-post-hoc-fallacy-in-playtesting.html
“Pay more attention to the ideas that return to you. They strike a chord for a reason.”
“The game you’re working on is not the last game you’ll ever work on. There’s an impulse to make the current project contain every clever idea you have, but really I think you can get by with just one or two.”
Daniel Solis (@DanielSolis) on exploring games, using your clever ideas, eloquent design, layout, fighting players’ instincts, print on demand and more:
http://theinquisitivemeeple.com/2015/03/18/designing-meeples-with-daniel-solis/