“Find fulfillment in the design process, and seek out others who are engaged in game design in order to avoid traveling down that path alone.”
Yves Tourigny (@yvestourigny) on two kinds of designer’s block, not taking feedback personally, dealing with rejection and lots more:
http://theinquisitivemeeple.com/2015/08/19/designing-meeples-with-yves-tourigny/
On whether to make a good game for a broad audience or a great game for a narrow group:
http://gil.hova.net/2015/08/18/the-larger-good-versus-the-smaller-great/
Some thematic uses for randomness:
http://designingcardboard.com/thematic-mechanics-randomness/
Examples of well-done player reference cards:
https://www.reddit.com/r/tabletopgamedesign/comments/3hdkaf/reference_cards/
10 things to keep in mind when designing a main Kickstarter project image:
http://stonemaiergames.com/kickstarter-lesson-160-the-main-project-image/
Tips for attention-getting signs at conventions:
https://convergentgamesblog.wordpress.com/2015/08/16/simple-thoughts-on-signs/
How different meetup groups run their playtest sessions:
https://boardgamegeek.com/thread/1417760/design-meetups-tell-me-about-yours
Tips for pitching to publishers, learned from observing dozens of pitches at Gen Con 2015:
http://designingcardboard.com/pitching-to-publishers-tips-from-gencon/
Richard Borg discusses the art of designing war games with mainstream appeal, on Ludology:
http://ludology.libsyn.com/ludology-episode-110-the-battle-begins
A new theoretical framework to help make sense of games:
http://boardgamegeek.com/blogpost/44726/genomic-framework-game-analysis
2015 Children’s Game Print and Play Design Contest
Design a game for parents to play with young children
Deadline: Nov. 1, 2015
Prizes: GeekGold
http://boardgamegeek.com/thread/1414982/2015-childrens-game-print-and-play-design-contest
