The role of creativity in game design
“As a freelance designer, you need to go with the flow. Keep the publisher’s schedule, no matter how hectic it can be. Make yourself easy to work with, help them where you can, and you’ll hopefully have a chance to work together as planned. There are so many things that delay a game, and the designer should never be one of them.”
Tips for starting and maintaining an email newsletter:
http://stonemaiergames.com/kickstarter-lesson-146-start-an-e-newsletter/
Where to find free art for prototypes and what to expect when you’re ready to hire an artist:
http://thegamecrafter.libsyn.com/finding-art-resources-with-the-game-crafter-episode-13
Randy Hoyt (@randyhoyt) of Foxtrot Games (@foxtrotgames) on cash flow, components, fulfillment costs, designing endgames, becoming a student of fun and more:
http://theinquisitivemeeple.com/2015/04/08/meeple-makers-foxtrot-games/
Pros and cons of dice vs. cards:
http://www.leagueofgamemakers.com/mechanics-face-off-dice-vs-cards/
On Board Games (@OnBoardGames) discusses marketing games with Game Salute (@GameSalute):
http://onboardgames.libsyn.com/obg-155-that-chocolate-cake-looks-amazing
What not to say in a pitch email:
http://www.wiltgren.com/2015/04/08/submitting-103-never-ever-do-this-3/
Isaias Vallejo (@vallejoisaias) on the hardest part of being a designer, learning by playing, demoing your game and more:
http://meeplemechanic.com/foxhole-fiver/isaias-vallejo-on-designing-valeria-card-kingdoms/
Tools to mitigate the effects of randomness:
http://lawofgamedesign.com/2015/04/06/theory-mitigating-randomness
Notes on several U.S. fulfillment partners:
http://stonemaiergames.com/4-crowdfunding-fulfillment-shipping-partners-in-the-us/
How to learn to accept playtesters’ feedback:
http://www.leagueofgamemakers.com/the-stages-of-playtesting/
Lessons learned from the successful Bad Medicine Kickstarter campaign: games vs. products, engaging backers, promoting the campaign and more:
http://gil.hova.net/2015/04/06/bad-medicine-kickstarter-postmortem/
