How new designers can best spend their time to get their games signed:
https://www.boardgamegeek.com/blogpost/69088/fleeples-guide-helping-new-designers-sell-their-ga
Tips & Resources for Board Game Designers
How new designers can best spend their time to get their games signed:
https://www.boardgamegeek.com/blogpost/69088/fleeples-guide-helping-new-designers-sell-their-ga
“Nobody knows if your prototype is balanced. They only know if it FEELS balanced. Test wildly.”
“Observing tests of your game run by someone else lets you spot your influence on playtest outcomes and data.”
“Keep grinding, the only way out is through.”
“When making a game, you don’t have to innovate if you’re improving on what’s out there. Also, as long as the game experience is new and novel, the mechanisms themselves don’t have to be.”
How to make a Tabletop Simulator demo of your board game:
http://brandonthegamedev.com/how-to-make-a-tabletop-simulator-demo-of-your-board-game/
“Rationalizing arbitrary choices that work is easier than careful planning. It looks the same from outside. It’s not.”
How to turn a game into a product (audio):
http://www.boardgamedesignlab.com/going-from-game-to-sellable-product-with-randy-hoyt/
The different types of playtesting: how to prepare for each (audio):
http://thegamecrafter.libsyn.com/how-to-playtest-with-the-game-crafter-episode140
How to write the "setup" section of a rulebook:
Designing good character abilities in co-op games:
https://www.3dtotalgames.com/cooperative-character-abilities/
Methods for keeping your game streamlined, a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1846483/what-are-your-methods-making-streamlined-game
“Express extreme appreciation for negative feedback, so that testers learn they should always speak up about issues.”
“Can you summarise the primary focus of your game into 1-5 words? Everything not supporting that core focus should maybe be cut.”
“At some point, you’ll hate your own game. Keep testing through that valley – but be willing to shelve it.”
How to start a design (audio):
“Every mechanism has problems and advantages. Good design is using them in the best possible way, for a suitable purpose.”
“It’s not a game designer’s job to know how an idea will play. It’s their job to find out.”
Sports-themed games: mechanics, marketability, licensing, challenges, success stories and more (audio):
http://www.boardgamedesignlab.com/fabio-del-rio-on-sports-themed-games/
“Your playtesters’ minor irritants of today are your reviewers’ slams of tomorrow.”