A massive post with takeaways from the successful Hocus Kickstarter campaign:
http://hyperbolegames.com/2015/08/03/the-unnecessarily-huge-hocus-post-mortem/
Tips & Resources for Board Game Designers
A massive post with takeaways from the successful Hocus Kickstarter campaign:
http://hyperbolegames.com/2015/08/03/the-unnecessarily-huge-hocus-post-mortem/
Kim Vandenbroucke (@TheGameAisle) discusses working in the mass-market tabletop games industry on the Gaming Careers Podcast:
The requirement for the August 2015 24-Hour Contest is “Geisha”:
http://boardgamegeek.com/thread/1412465/24-hour-contest-august-2015
Colby Dauch of Plaid Hat Games (@PlaidHatGames) discusses launching a publishing company, marketing, getting a job in the industry and more on the Gaming Careers Podcast:
Considering players’ sportsmanship when designing a game:
This month, our roundup of great board game design links features a new Meaningful Decisions interview and an insightful post by our interviewee, tips for negotiating a publishing contract, advice on playtesting and more…
featured:
licensing:
theory:
playtesting:
industry:
process:
Cardboard Edison is supported by our patrons on Patreon.
SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo
JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat
ASSOCIATES: Robert Booth, Doug Levandowski, Nathan Miller, Marcel Perro
APPRENTICES: Gino Brancazio, Keith Burgun, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price, Diane Sauer, Dan Sinensky
August 2015 Game Design Showdown
Pitch a game about forming, dissolving and moving between groups
Deadline: Aug. 10, 2015
http://www.bgdf.com/forum/game-design/game-design-showdown/gds-august-2015-gencons-and-gencants
The 54 Card Guild is a design exercise focused on the limitations of a single deck of cards:
Paper Jam 4 runs Aug. 1 to Aug. 10, 2015:
Countering common fears about game design:
“It can be really useful to take a break from a design now and then. Banging your head against a brick wall will only get you so far, and sometimes taking a step back will help you realize there’s a door right next to where you were standing.”
Ludology answers listener questions about pricing a game, asymmetry, precise positioning and more:
http://ludology.libsyn.com/ludology-episode-109-were-listening
Three ways of answering the question: “How many times do I need to playtest my game?”:
http://www.leagueofgamemakers.com/how-many-times-do-i-need-to-playtest-my-game/
Where to find hexes for prototypes:
“Early in your design (hopefully before you start) know what you want the game to be. It helps when making decisions later about cuts.”
What to do about “degenerate games,” where someone playing in the spirit of the game will lose to someone who plays by the letter:
http://www.mechanics-and-meeples.com/2015/07/27/talking-about-my-degeneration/
What makes a game “unpublishable”:
http://www.critical-hits.com/blog/2015/07/24/what-makes-a-game-publishable/
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