A thorough rundown of do’s and don’ts for playtesting at the early, mid and late stages:
http://whoseturnisitanyway.com/design-playtest-playtest-playtest/
Tips & Resources for Board Game Designers
A thorough rundown of do’s and don’ts for playtesting at the early, mid and late stages:
http://whoseturnisitanyway.com/design-playtest-playtest-playtest/
“Most game designers have an original idea they’d like to flesh out; I’d encourage you to do that, but if you’re first to market with it, present it well. A great game mechanic, no matter how unique it is, will not sell well if the game that’s wrapped around it sucks.”
12 things that should be in your initial email pitch to a publisher:
http://www.wiltgren.com/2015/04/03/submitting-102-12-things-to-remember-in-your-short-sweet-pitch/
Board Game Design Forum’s April 2015 Game Design Showdown
Pitch a game to be played between games, where players can drop in and out at will
Deadline: April 9, 2015
Preparing yourself for the emotional roller coaster of running a Kickstarter campaign:
http://www.leagueofgamemakers.com/the-kickstarter-emotional-roller-coaster/
KublaCon Game Design Contest
Deadline: submissions must be received via mail by April 24, 2015
http://kublacon.info/kcindex.lasso?page=detail&RD=006441&action=pubsearch&skip=0
“Sometimes you have to cut your favorite mechanism from a game to make it better. Use it in a different design, new scenery may help.”
This month’s roundup of useful board game design links features practical advice for making board games a sustainable endeavor, important reminders about playtesting, notes on a taboo game mechanism and more.
industry:
publishing:
playtesting:
process:
theory:
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
Ryan Laukat and Alf Seegert offer advice on the design process:
What to expect from a Protospiel playtesting event:
http://thegamecrafter.libsyn.com/attending-protospiel-events-with-the-game-crafter-episode-12
The theme for the April 2015 24 Hour Contest is “Grey Ghost Of The Himalayas“:
https://boardgamegeek.com/thread/1346900/24-hour-contest-april-2015
How to avoid wasting a publisher’s time when reaching out to them:
http://www.wiltgren.com/2015/04/01/submitting-your-game-101-dont-waste-the-publishers-time/
How to find a publisher that’s a good match for your design–a BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/1345896/finding-publisher-how-do-i-find-good-match
Ways to ease a game’s learning curve:
http://matthewgravelyn.com/learning-a-new-game-painful-vs-painless/
A primer for making the best use of BoardGameGeek as a designer:
“Don’t let the permanence of design decisions plague you. There’s always a new project on the horizon for your forever-growing mind muscles!”
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/