A discussion of solo gaming and its place in the board game industry:
http://www.thecubistpodcast.com/podcast/2015/12/29/episode-9-there-can-be-only-one
Tips & Resources for Board Game Designers
A discussion of solo gaming and its place in the board game industry:
http://www.thecubistpodcast.com/podcast/2015/12/29/episode-9-there-can-be-only-one
Advice for new designers: sell to a publisher or publish it yourself?
http://www.cephalofair.com/2015/12/haphazard-advice-fledgling-game-designers.html
A discussion of manufacturing quality: defects, gauging quality, print on demand, and more:
http://theforbiddenlimb.libsyn.com/manufacturing-quality-ep-31
Pros and cons of worker placement:
Strategies for getting the word out about a game at a gaming convention:
https://sites.google.com/site/shootagaingames2/convention-schedule/convention-promotion-post-ks
“Generally you should have an idea for the moments you want your design to foster so you can work towards those when you fail.”
2016 One Page PNP Contest
Deadline: April 15, 2016
http://boardgamegeek.com/thread/1493133/2016-one-page-pnp-contest
“My tip for pitching to publishers is to simply be your game’s biggest fan. Be confident in your design when you pitch. Don’t waver or give any indication that it is anything but the best game out there.”
“Make sure you’re having fun. If you’re not enjoying the game you’re designing, and the development process that it takes, then it’s pretty difficult to expect others to buy into it. If it’s fun for you, keep at it. If not, perhaps try something else.”
David Short on designing within constraints, knowing your audience, balancing games, making prototypes, questions for playtesters, and more:
http://theinquisitivemeeple.com/2015/12/21/designing-meeples-with-david-short/
How to create content for an expandable game:
Some "designers" think that ideas can be ignored if they don't originate with the designer: the "not invented here" syndrome. This is an example of the ad hominem logical fallacy. Don't be foolish. Evaluate an idea on its *own merits*, not because of where it came from.
On the danger of rejecting others' ideas out of hand
[game mechanic]: The [game mechanic] Game Contest
For games in which the title and the core mechanic are the same
Deadline: Jan. 18, 2016
Prize: publication by Greater Than Games
https://greaterthangames.com/content/a-new-game-design-contest
“As game designers, it is vital not to perceive critical feedback as a personal slight against us or the games we create. Well-intentioned valid criticism can be the spark that drives us to not accept good enough and instead elevate our work to the next level.”
Bruno Cathala on the design process, taking playtest feedback, co-designing, expansions and more:
http://ninjavspirates.libsyn.com/s12e04-design-thoughts-from-across-an-ocean
Zev Shlasinger on founding and running a company, working with a publisher and more:
http://breakingintoboardgames.libsyn.com/breaking-into-board-games-episode-7
Lots of advice for writing rules: where to start, clarity and readability, game terms, examples, repetition, pronouns and more:
http://theinquisitivemeeple.com/2015/12/16/designing-meeples-talks-writing-rulebooks/
35th Concours International de Créateurs de Jeux de Société
Submissions: Jan. 4-29, 2016
Three designers offer advice for making a better prototype:
http://www.huffingtonpost.com/matt-cohen/game-design-playing-with-_b_8802116.html
Advice for making Kickstarter videos: