How to work within the less-than-ideal, imperfect realities of playtesting:
http://nothingsacredgames.com/board-game-design-basics-playtesting-part-iii/
Tips & Resources for Board Game Designers
How to work within the less-than-ideal, imperfect realities of playtesting:
http://nothingsacredgames.com/board-game-design-basics-playtesting-part-iii/
Michael Eskue on games designers should play, getting started, focusing, questions for playtesters, fixing flaws, pitching to publishers and dealing with rejection, writing rulebooks and more:
http://theinquisitivemeeple.com/2016/03/24/designing-meeples-with-michael-eskue/
A reminder to think about production before pitching to a publisher:
http://boardgamegeek.com/blogpost/52356/one-about-components-design
A beginner's guide to game mechanics:
http://drafts.asmodee.us/en/news/2016/3/23/a-beginners-guide-to-game-mechanics/
Key steps and insights for writing rules:
Lessons from attending GAMA as a designer: preparation, pitching and more:
http://www.tinkerbunny.com/2016/03/22/lessons-from-my-first-gama/
Lessons in board game design from Hearthstone:
http://www.leagueofgamemakers.com/the-heart-of-hearthstone-core-design-lessons/
10 time wasters to avoid when designing a board game:
http://galvanizedstudios.com/2016/03/21/ten-major-time-sucks/
Co-op mechanisms: what works, what doesn't, alpha players and more:
http://thegamecrafter.libsyn.com/a-co-op-mechanic-discussion-with-the-game-crafter-episode-62
Chris Handy on self-publishing versus seeking a publisher, making portable games, marketing, the design process & more:
http://www.allusgeeks.com/2016/03/the-game-of-crowd-funding-chris-handy-interview-02-25-2016/
“Don’t give up on a game just because you aren’t doing anything with it. Let it sit, let it collect dust (literal and/or figurative dust), or even forget about it for a while. But don’t give up on it. Don’t be afraid to let the game sit while you think of how to improve it. Games aren’t created overnight, and they sometimes need a chance to grow.”
Gamehole Gauntlet
Deadline: Aug. 29, 2016
Prizes: cash & more
The Meeple Syrup vidcast on math in game design
Industry survey on liked and disliked game themes and mechanisms:
http://dailyworkerplacement.com/2016/03/21/survey-results-5-the-games-we-play/
Advantages of co-designing:
http://goplaylisten.com/games/board-game-design-five-reasons-to-co-design/
Unsatisfying victories your design should avoid:
http://www.mechanics-and-meeples.com/2016/03/21/the-dissastisfaction-of-victory/
Matthew Dunstan on finding a community, collaborating on designs, coming up with game ideas, working with publishers, different philosophies of game design and more:
Designers share their design tenets:
https://twitter.com/HyperboleGrant/status/711275778130882560
Tim Fowers on making board games independently, going full-time, direct sales and more:
http://thegamedesignroundtable.com/2016/03/17/episode-142-tim-fowers/
How to steal game mechanics