Advice for creating content that helps others and builds goodwill in the industry (audio):
http://www.boardgamedesignlab.com/content-as-marketing-with-chris-rowlands/
Tips & Resources for Board Game Designers
Advice for creating content that helps others and builds goodwill in the industry (audio):
http://www.boardgamedesignlab.com/content-as-marketing-with-chris-rowlands/
A discussion about working with a co-designer, playtesting and using feedback, bringing a game to Kickstarter, and more (audio):
How theme, immersion and player stakes interact (audio):
Unexpected things that can happen to you as a publisher (audio):
http://onboardgames.libsyn.com/obg-242-expect-the-unexpected
Seven ways to improve the quality of your playtest feedback (audio):
http://theforbiddenlimb.libsyn.com/top-7-ways-to-improve-your-playtest-feedback-quality-ep-55
Lessons learned designing nano-sized adaptions of games:
Designing for different player counts (audio):
http://tinkerbotgames.com/season-3-episode-2-how-many-players/
Design trends, the design process, commissioned IPs, and when to resurrect projects (audio):
http://dicehateme.com/2017/04/the-state-of-games-ep-127-the-one-about-intelligent-design/
Playtesting like a pro (audio):
http://www.boardgamedesignlab.com/how-to-playtest-like-a-pro-with-rob-daviau/
Ways in which risk/rewards decisions can be implemented in games:
https://davidmullich.com/2017/04/10/implementing-riskreward-decisions-in-games/
Icon-creation tool:
https://www.autodraw.com/
“When designing, your goal is to generate an ‘oo-OOO-oo’ response from your players. All 3 syllables. Get them excited just hearing the rules.”
Different ways games can be fun (video)
Thoughts on "fairness" in board game design (audio):
https://infoperfected.com/2017/04/10/perfect-information-podcast-episode-39-what-matters/ (starting at 38:21)
Things to remember about shipping, fulfillment and distribution (audio):
http://cardboardarchitects.libsyn.com/pubcast-13-shipping-logistics
The nuances of manufacturing (audio):
“It’s misguided to blame players for not seeing a mistake they often make. The designer’s job is to make the gameplay as clear as possible.”
How (not) to shoot a how-to-play video--advice from April 1 (audio):
http://theforbiddenlimb.libsyn.com/how-not-to-make-a-how-to-play-video-ep-54