Immerse yourself in the community! The gaming community is very welcoming, and in my experience designers are always eager to help other designers.
— Suzanne Zinsli (@KabrtZinsli)
It’s important to do bad work. You can iterate on bad work and make it good. You can’t iterate on something you haven’t started.
— Jay Treat (@jtreat3)
Where haste is useful: going from concept to prototype. Where haste is not useful: understanding and applying feedback.
— Ed Marriott (@EdPMarriott)

Cardboard Edison’s Favorite Tips & Resources - May 2015

This month, our roundup of great board game design links features the latest in our series of infographics on licensing contracts, networking tips, PNP advice and more.

featured:

process:

rules:

playtesting:

  • “You can never playtest enough. If you think you are done, you are not. Playtest some more.” - Jon Gilmour

industry:

prototyping:

theory:

  • Data and tips for designing two-player games
  • “So many people talk about theme and mechanism as if they’re mutually exclusive, as if starting at one precludes ever adapting to the other. But where you start really doesn’t matter. It’s where they intersect at the end. Your game’s story won’t be told through flavor text. It’ll be told at the intersection of where your theme meets its mechanism.” - Gil Hova

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SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallej

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Trea

ASSOCIATES: Robert Booth, Zachery Cook, Doug Levandowski, Nathan Miller, Marcel Perr

APPRENTICES: Gino Brancazio, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price