Qualities and skills that make a good co-designer:
http://www.disagreeabledesigners.co.uk/2015/07/24/co-designing/
Tips & Resources for Board Game Designers
Qualities and skills that make a good co-designer:
http://www.disagreeabledesigners.co.uk/2015/07/24/co-designing/
Ideas for how to translate a puzzle into a playable game:
Advice for showing your game in public for the first time:
https://boardgamegeek.com/thread/1406315/first-public-showing-any-tips
SEE ALSO: https://boardgamegeek.com/thread/1406521/what-i-learned-running-game-designer-farmers-marke
“Budding game designers, be careful who you take advice from! They may not know what the hell they’re talking about either.”
The Legal Moves podcast discusses considerations for design partnerships:
http://www.strebecklaw.com/legal-moves-episode-2-partner-up-or-go-solo-part-1-with-jeremy-commandeur-and-brian-henk/
http://www.strebecklaw.com/legal-moves-episode-03-partner-up-or-go-solo-part-2-with-jeremy-commandeur-and-brian-henk/
The Meeple Syrup show (@MeepleSyrup) on designing and publishing kids’ games
“You never ever should play test game using components that will differ from the final game’s components.”
How to ask playtesters the right questions:
https://oakleafgames.wordpress.com/2015/07/22/feedback-asking-the-right-questions/
A framework for understanding the connection between rules and player experience:
https://boardgamegeek.com/blogpost/44188/mechanics-dynamics-and-aesthetics
A quick tip to help players understand your game better:
http://lawofgamedesign.com/2015/07/20/theory-explain-the-purpose-of-options
What to focus on when pitching a tabletop game
How individual “red threads” of playtest feedback can form a “red flag”:
https://oakleafgames.wordpress.com/2015/07/17/feedback-red-threads-and-red-flags/
Possible outcomes of a copyright infringement dispute:
http://www.strebecklaw.com/what-can-happen-if-you-infringe-someones-copyright/
The Meeple Syrup show (@MeepleSyrup) discusses real-time games
Three tenets of crowdfunding leadership: taking responsibility, asking for help and trusting people:
http://stonemaiergames.com/kickstarter-lesson-156-3-tenets-of-crowdfunding-leadership/
Don’t stop players from playing the game–and when you might want to anyway:
http://danielsolisblog.blogspot.com/2015/07/one-thing-to-avoid-in-game-design.html
When and how to interact with reviewers:
How venues change playtests, and how to factor them into feedback:
Why every playtester has something useful to tell you:
https://oakleafgames.wordpress.com/2015/07/14/feedback-everyone-has-something-useful-to-tell-you/
Playtesting lessons from Protospiel 2015: