Advice for creating an AI opponent in a solo variant:
https://oakleafgames.wordpress.com/2016/07/07/lessons-from-designing-a-solo-variant/
Tips & Resources for Board Game Designers
Advice for creating an AI opponent in a solo variant:
https://oakleafgames.wordpress.com/2016/07/07/lessons-from-designing-a-solo-variant/
14 ways of reducing analysis paralysis:
Decision-first game design:
http://jtreat.tumblr.com/post/147004505072/decision-first-game-design
This month, our roundup of favorite board game design links includes lots of lessons from a veteran of the industry, discussions about legal issues, scheduling and software for game makers, notes on life as a game designer, and more.
theory:
Lessons from 20 years of game design. Part 1, Part 2, Part 3.
How positive and negative feedback loops work in board games
Ways a board game can be broken (audio)
rules:
industry:
prototyping:
process:
playtesting:
licensing:
publishing:
Cardboard Edison is supported by our patrons on Patreon.
ADVISER: Aaron Vanderbeek
SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Peter C. Hayward, Chris and Kathy Keane (The Drs. Keane), Matthew O’Malley, Marcel Perro
JUNIOR INVENTORS: Ryan Abrams, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat
ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Isaias Vallejo, Matt Wolfe
APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, Michael Gray, JR Honeycutt, Scott Martel Jr., Mike Mullins, Marcus Ross, Sean Rumble, Diane Sauer
Legal and ethical considerations when recycling game mechanisms (audio):
Discussion of topics relevant to life as a game designer: making money, making art, making prototypes and more (audio):
http://thegamedesignroundtable.com/2016/06/28/episode-148-more-listener-mail/
A look at "push your luck" in games:
https://boardgamegeek.com/blogpost/55666/push-your-luck-games
What makes games fiddly and what to do about it (audio):
http://www.buildingthegamepodcast.com/2016/06/26/episode-213-fiddly-bits-and-breakfast-clubbing/
An overview of the economic concept of scarcity in board games:
http://makethemplay.com/index.php/2016/06/30/in-game-economics-scarcity/
July 2016 Game Design Showdown
Pitch a game that uses a timer in a creative way
Deadline: July 9, 2016
http://www.bgdf.com/forum/game-design/game-design-showdown/gds-july-2016-times
The requirement for the July 2016 24-hour contest is "lunar landing":
https://boardgamegeek.com/thread/1599307/24-hour-contest-july-2016
A look at the core characteristics of the "pool builder" genre--deck builders, dice builders, etc.:
Pros and cons of player elimination and elimination of resources:
http://www.leagueofgamemakers.com/game-elements-elimination/
How to behave during a playtest:
http://www.dancinggiantgames.com/blog/leading-a-playtest-tips-and-tricks
An overview of legal topics of interest to game makers:
http://www.thecompanybard.com/tgc-061-zachary-strebeck-gaming-attorney-law/
Handling criticism after your game is released (at 30:00, with adult language):
https://infoperfected.com/2016/06/20/perfect-information-podcast-episode-19-stories-we-play/
Creating a production schedule for publishing a board game:
What to know before signing your first licensing contract:
http://boardgamesinsider.com/2016/06/episode-30-lawsuits-contracts-and-conventions/
See also: http://cardboardedison.com/reports/
Considerations when making a board game into a marketable product:
https://boardgamegeek.com/blogpost/55363/business-side-design
Ways of becoming--and staying--inspired in board game design:
https://www.buzzsprout.com/48513/390756-episode-17-inspiration