Reiner Knizia (@ReinerKnizia) on making salable games, working with publishers, designing for two players and more:
http://matthewgravelyn.com/designer-interview-reiner-knizia/
Tips & Resources for Board Game Designers
Reiner Knizia (@ReinerKnizia) on making salable games, working with publishers, designing for two players and more:
http://matthewgravelyn.com/designer-interview-reiner-knizia/
“Designs can start from so many different places: mechanics, theme, audience, format, components, experience. But none of these things are optional and the earlier you start thinking about all of them, and how your game will blend them into a cohesive whole, the better each individual piece will be, to say nothing of the whole.”
Jay Treat (@jtreat3) on playtesting, forgetting your ego, design starting points, player joy and more:
Ways to make a board game A.I. mimic human behavior and emotions:
https://boardgamegeek.com/blogpost/42313/what-if-game-could-hate-you-answering-high-flying
The Building the Game podcast (@PodcastBTG) offers lots of advice for writing a good rulebook:
http://www.buildingthegamepodcast.com/2015/05/24/episode-156-rippin-rules-and-robbin-forts/
Designing with Kickstarter in mind:
http://www.leagueofgamemakers.com/designing-for-kickstarter/
Should game designs require honesty from players? A Reddit tabletop game designers forum discussion:
Data and tips for designing two-player games:
The Plaid Hat Podcast on how to playtest:
“Don’t attack design problems one at a time. Consider pairs together. Use one problem to solve another. For max combo points.”
What to do when you learn about another game in development that’s similar to yours:
http://stonemaiergames.com/whose-name-is-it-anyway-a-guest-post-from-the-creator-of-cauldron/
Writing rules for brevity:
Where to find free sources of fonts, stock photos, graphics and more:
Useful links for creating a sell sheet:
https://boardgamegeek.com/thread/1372710/helpful-sell-sheet-links
“You can never playtest enough. If you think you are done, you are not. Playtest some more.”
An overview of different psychological profiles of game players, and how to adapt your design accordingly:
http://whoseturnisitanyway.com/design-player-psychographic-profiles-part-1/
Scott Almes (@Scott_Almes) offers a cornucopia of advice about everything from playtesting to prototyping to pitching to the design process and more:
http://theinquisitivemeeple.com/2015/05/15/designing-meeples-with-scott-almes
“When you do have time, spend it on projects that have the highest potential. Time is your greatest resource… so you want to get the most out of it.”
“You should always have multiple projects going at once. Variation breeds creativity.”
How to generate laughs in a strategy game: