“I think probably the best advice I have is work on distancing yourself from your project. Be willing to break it and re-form it and think of it as an object distant from yourself. Be willing to push, and bend, and break that thing, and be focused on creating the best experience for the gamers and understand that it’s something you’re making for them.”
September 2015 Game Design Showdown
Pitch a game to be played in vertical space
Deadline: Sept. 9, 2015
http://www.bgdf.com/forum/game-design/game-design-showdown/gds-september-only-way-out
The requirement for the September 2015 24-Hour Contest is “Ice Age”:
https://boardgamegeek.com/thread/1428251/24-hour-contest-september-2015
Cardboard Edison’s Favorite Tips & Resources - August 2015
/Our monthly roundup of excellent board game design links and tips this month includes an interesting method of solo testing, practical advice for pitch sessions, some reminders about the industry and more…
theory:
playtesting:
- Different playstyles you can mimic during solo testing
- “No matter how much you think about a game, playtesting is way better! You see problems occur that you couldn’t think about.” - Adam Daulton
process:
- Yves Tourigny on two kinds of designer’s block, not taking feedback personally, dealing with rejection and lots more
- “Good games aren’t designed, they’re developed.” - JR Honeycutt
- Key questions to answer very early in the design process
licensing:
- The Meeple Syrup show offers lots of practical advice for pitching to publishers and navigating a con as a designer
- Tips for pitching to publishers, learned from observing dozens of pitches at Gen Con 2015
industry:
- “If you want your game to be published, consider the publisher part of the audience.” - Steven Cole
- “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.” - Sean Scott Garrity
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, Aaron Lim, Nathan Miller, Marcel Perro
APPRENTICES: Gino Brancazio, Keith Burgun, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price, Diane Sauer, Dan Sinensky
Lessons from the New Bedford Kickstarter relaunch: shipping, feedback, player counts, preparation and more:
https://oakleafgames.wordpress.com/2015/08/28/lessons-learned-from-the-new-bedford-relaunch/
Game design deadly sins:
http://www.robindavid.info/2015/08/game-design-deadly-sins.html
Trove designer David Somerville (@thisistrove) on experience-first design, rapid prototyping, taking criticism, researching design and more:
http://boardgamegeek.com/thread/1425655/board-game-designer-interview-1-david-somerville-s
The Game Crafter Survival Challenge
Design a game where the players are in a dire situation and must survive
Deadline: Nov. 30, 2015
https://www.thegamecrafter.com/contests/the-survival-challenge
Kickstarter vs. Indiegogo–pros and cons:
http://stonemaiergames.com/kickstarter-vs-indiegogo-which-crowdfunding-site-should-you-choose/
