“Designing for publication and designing to play with your friends are two completely different disciplines that require almost opposite mindsets. Start there, and your life/work choices will become abundantly clear.”
Real-time games: What design techniques work for this mechanism? What does it do to the player experience? (audio)
http://ludology.libsyn.com/ludology-141-the-realtime-housewives-of-new-jersey
Tips for shipping a Kickstarter board game worldwide:
http://stonemaiergames.com/how-to-ship-stuff-worldwide-2016-edition/
Tips for attending a publisher speed dating event:
https://castledevblog.wordpress.com/2016/11/27/tips-on-publisher-speed-dating-and-pitches/
Ways of achieving the level and type of player interaction you want in your game:
https://www.reddit.com/r/tabletopgamedesign/comments/5efht6/player_interaction_and_its_importance/
Four approaches to starting a new design:
https://boardsandbarley.com/2016/11/23/different-approaches-to-game-design/
On bluffing games (audio):
http://passportgames.libsyn.com/bluffing-future-splotter-and-vertical-transportation
Analysis paralysis and how to reduce it in your designs (audio):
https://www.buzzsprout.com/48513/444304-episode-24-reducing-analysis-paralysis
