What makes a decision meaningful? (audio)
https://infoperfected.com/2017/02/27/perfect-university-103-meaningful-decisions/
Tips & Resources for Board Game Designers
What makes a decision meaningful? (audio)
https://infoperfected.com/2017/02/27/perfect-university-103-meaningful-decisions/
Things to consider when redesigning an existing game, such as for a second edition (audio):
“In order to survive in the gaming market, you have to go over and above. It’s not enough to just do enough. You have to be able to wow people, and to wow people, you can’t just play it safe.”
Taking breaks from game design and how to get back in the swing of things when you do (audio):
https://www.buzzsprout.com/48513/480425-episode-28-returning-from-a-break
Ways of creating an immersive player experience (audio):
http://cardboardarchitects.libsyn.com/episode-70-art-theme-mechanics-immersion
What a day in the life of an independent board game professional is like (audio):
http://www.boardgamedesignlab.com/a-day-in-the-life-of-a-pro-designer-with-jamey-stegmaier/
When is it OK to borrow game ideas? (audio)
http://thegamecrafter.libsyn.com/borrowing-in-game-design-with-the-game-crafter-episode-111
See also: http://cardboardarchitects.libsyn.com/designer-interview-chris-rowlands-0
Poll reveals what's important to Kickstarter backers:
Advice for making industry connections and getting more table time for your game (audio):
How to find the right artist for the style of game you're making (audio):
http://theforbiddenlimb.libsyn.com/matching-art-to-your-game-ep-51
How-to guides for three methods of fulfilling a board game Kickstarter:
http://brandonthegamedev.com/2017/02/17/3-simple-how-to-guides-for-board-game-fulfillment/
The ins and outs of putting together a hidden movement game (audio):
http://www.boardgamedesignlab.com/how-to-make-a-great-hidden-movement-game-with-emerson-matsuuchi/
Matt Leacock on designing and playtesting cooperative games and legacy games:
http://www.leagueofgamemakers.com/games-of-emotion-interview-with-game-designer-matt-leacock/
“One of the great parts of working in a super crowded design space (zombies, dungeons) is that the audience already gets the premise. However, where most people fail is not sufficiently setting themselves apart from their peers in the genre. You have to differ meaningfully.”
“Don’t be scared to show a terrible game to peers. Other designers will be very understanding and everything needs to come from somewhere.”
Options for tracking money in games:
https://boardgamegeek.com/thread/1727548/making-change-analysis-money-board-game-design
2017 Two-Player Print and Play Game Design Contest
Deadline: May 1, 2017
Prizes: GeekGold
https://boardgamegeek.com/thread/1726893/2017-two-player-print-and-play-game-design-contest
Some quick calculations to help decide how many cards you'll need:
How multi-use cards can be used in games (audio):
http://ludology.libsyn.com/ludology-episode-145-six-ways-from-sunday