“It’ll take many years to become skilled enough to sell your games, but the sooner you take that goal seriously and start trading critiques with other designers, the faster you’ll get there.”
Data and considerations around publishers' customer acquisition costs:
https://stonemaiergames.com/kickstarter-lesson-225-customer-and-subscriber-acquisition-costs/
Advice for creating content that helps others and builds goodwill in the industry (audio):
http://www.boardgamedesignlab.com/content-as-marketing-with-chris-rowlands/
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
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/
