Tips for how to be creative quickly (audio):
Making brilliant ideas worth something:
http://stonemaiergames.com/kickstarter-lesson-204-your-idea-is-brilliant-your-idea-is-worthless/
The effects of player interdependency in a cooperative game:
https://lawofgamedesign.com/2016/11/04/theory-dependency-in-cooperative-games/
Designing with your game's core experience in mind:
http://www.dancinggiantgames.com/blog/designing-with-a-purpose-core-experience
ThunderGryph Games Survival Game Design Contest
Deadline: April 30, 2017
Prizes: cash and possible publication
https://boardgamegeek.com/thread/1666082/survival-thundergryph-games-first-design-contest
The requirement for the November 2016 24 Hour Contest is "music":
https://boardgamegeek.com/thread/1665321/24-hour-contest-november-2016
Bruno Faidutti on design and development, working on second editions and more (audio):
http://boardgamesinsider.com/2016/11/episode-43-special-bruno-faidutti-interview/
November 2016 Game Design Showdown
Pitch a real-time game with a “big-game theme”
Deadline: Nov. 9, 2016
http://www.bgdf.com/forum/game-design/game-design-showdown/gds-november-2016-timing-everything
17 ways to start a game design:
http://jtreat.tumblr.com/post/152606385807/sources-of-game-ideas
How and when to stop working on a design (audio):
http://www.buildingthegamepodcast.com/2016/10/30/episode-231-josh-mills-and-looping-mafiosos/
Practical advice for moving into full-time board game work (audio):
http://www.thecompanybard.com/tgc-072-brian-henk-overworld-game-highs-lows-boardgame-publishing/
Cardboard Edison's Favorite Tips & Resources - October 2016
/This month's roundup of our favorite board game design links includes a pair of interviews with self-published designers, some exciting uses for industry data, rulebook writing advice and more.
featured:
industry:
Why it's so difficult to be a full-time tabletop game designer: a fascinating analysis using the Cardboard Edison board game licensing reports
theory:
rules:
playtesting:
How to weigh feedback from different sources, depending on your goals
“The single biggest thing you can do to be more productive is to reduce the time between your playtests. Play your games a LOT.” - Ben Pinchback
process:
“Try to understand the market space. From that, identify who will love your product (game). Optimize for them.” - Grant Rodiek
publishing:
Cardboard Edison is supported by our patrons on Patreon.
ADVISERS: Peter C. Hayward, Aaron Vanderbeek
SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Koen Hendrix, 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, Stephen B Davies, Danica E., Doug Levandowski, Aaron Lim, Nathan Miller, Isaias Vallejo, Matt Wolfe
APPRENTICES: Kiva Fecteau, Scott Gottreu, JR Honeycutt, Knight Works, Scott Martel Jr., Mike Mullins, Marcus Ross, Sean Rumble, Diane Sauer, Smarter Backer
What makes a good horror game? (audio)
https://ntboardgames.com/2016/10/27/i-can-deal-027-horror-games/
Advice for building a team and working with others on a project (audio):
http://cardboardarchitects.libsyn.com/cba-pubcast-3-team-building
2016 Children's Game Print and Play Design Contest
Deadline: Dec. 4, 2016
https://boardgamegeek.com/thread/1662855/2016-childrens-game-print-and-play-design-contest
