How do you know when playtesting is finished?
http://boardgamegeek.com/thread/1447853/when-playtesting-finished
Tips & Resources for Board Game Designers
How do you know when playtesting is finished?
http://boardgamegeek.com/thread/1447853/when-playtesting-finished
2016 Ion Award Game Design Competition
Deadline: Jan. 1, 2016
http://boardgamegeek.com/thread/1448065/ion-award-game-design-competition-2016-open-entrie
“After your game is ‘done’ play it a lot with first-time players. Getting that first game experience right is crucial.”
Randy Hoyt (@randyhoyt) of Foxtrot Games offers publishing lessons learned on Board Game Authority (@BoardGameAuth):
http://www.boardgameauthority.com/randy-hoty-worlds-fair-cost-kickstarter/
Board Game Design Forum's October 2015 Game Design Showdown
Pitch a game with simple, approachable mechanics that also uses a light, approachable theme
Deadline: Oct. 9, 2015
http://www.bgdf.com/forum/game-design/game-design-showdown/gds-october-2015-game-everyone
The requirement for the October 2015 24-hour contest is "potato":
https://boardgamegeek.com/thread/1445557/24-hour-contest-oktober-2015
Our roundup of excellent board game design links and tips this month includes a new Meaningful Decisions interview, "golden rules" of design, advice for making the most of the design process and more...
featured:
theory:
playtesting:
industry:
licensing:
prototyping:
process:
podcasts:
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, Dan Sinensky
APPRENTICES: Gino Brancazio, Kevin Brusky, Keith Burgun, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price, Marcus Ross, Diane Sauer
Recommended software for creating print-and-play files:
How to develop your game while maintaining your vision:
10 things no one ever tells you about running a Kickstarter:
Working on a game after it launches: expansions, new lines and more:
http://thegamedesignroundtable.com/2015/09/29/episode-134-expansions-and-post-launch-support/
“A mechanic being mathematically satisfying isn’t the same as it being fun to play. In game design, make sure you don’t confuse the two.”
Tiebreakers: how to settle ties, what to do when there isn’t an obvious tiebreaker, and when to opt out of a tiebreaker altogether:
http://designingcardboard.com/ep-02-breaking-ties-and-overeating/
Gil Hova (@gilhova) on agential vs. experiential games, input vs. output randomness, and interesting vs. optimal decisions:
Mark Rosewater (@maro254) on what your priorities should be at each step of the creative process:
Part 1: http://media.wizards.com/2015/podcasts/magic/drivetowork264_creativeprocesspart1.mp3
Part 2: http://media.wizards.com/2015/podcasts/magic/drivetowork265_creativeprocesspart2.mp3
Creating a strong presence at a con as a small publisher:
http://hyperbolegames.com/2015/09/28/selling-yourself-con-presence/
Three stages of prototyping:
http://boardgamegeek.com/thread/1443324/3-distinct-stages-prototyping
Advice for selling yourself, not just your game, to a publisher:
“Sometimes the best feedback you can get on a game is ‘This game just isn’t good enough’ even if it takes a long time to accept.”
Game design submission procedures and etiquette for designers and publishers (starting at 1:07:00):
http://dicehateme.com/2015/09/the-state-of-games-ep-92-the-one-about-taking-care-of-business/