Using print-on-demand services to publish games:
http://legalmovespodcast.com/2015/08/12/episode-08-print-on-demand-part-1/
http://legalmovespodcast.com/2015/08/19/episode-09-print-on-demand-part-2/
Tips & Resources for Board Game Designers
Using print-on-demand services to publish games:
http://legalmovespodcast.com/2015/08/12/episode-08-print-on-demand-part-1/
http://legalmovespodcast.com/2015/08/19/episode-09-print-on-demand-part-2/
“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/
Crunching data on what contributes to Kickstarter success or failure:
10 things to keep in mind when designing a main Kickstarter project image:
http://stonemaiergames.com/kickstarter-lesson-160-the-main-project-image/
Breaking down games into common elements:
Tips for attention-getting signs at conventions:
https://convergentgamesblog.wordpress.com/2015/08/16/simple-thoughts-on-signs/
“You have to have a thick skin in any business, and this one is no exception. Name any game and there are people who won’t like it. Sure it’s hard to hear, but as long as there are plenty of good reactions as well, it’s not the end of the world.”
A checklist of questions to ask yourself before writing rules, and advice for your first solo tests:
“Get your games out of your head and on the table as quickly as possible. Thinking about (and talking about) game design is fun, but only playtesting is productive.”
How different meetup groups run their playtest sessions:
https://boardgamegeek.com/thread/1417760/design-meetups-tell-me-about-yours
When a prototype’s graphic design can become an impediment to playtesters:
Tips for pitching to publishers, learned from observing dozens of pitches at Gen Con 2015:
http://designingcardboard.com/pitching-to-publishers-tips-from-gencon/
“From a game dev standpoint, when thinking about who your game is most for, it can be enlightening to consider who’d *hate* your game.”
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
“Good games aren’t designed, they’re developed.”