How long it will take to make your game, at a bare minimum:
http://brandonthegamedev.com/the-long-haul-project-why-making-games-takes-a-long-time/
Tips & Resources for Board Game Designers
How long it will take to make your game, at a bare minimum:
http://brandonthegamedev.com/the-long-haul-project-why-making-games-takes-a-long-time/
Advice for how to filter playtester feedback (audio):
http://thegamecrafter.libsyn.com/filtering-feedback-with-the-game-crafter-episode153
Some of the challenges that come with using licensed IP in a board game (audio):
http://theforbiddenlimb.libsyn.com/total-recall-post-mortem-ep-62
How to make prototype tiles that last:
https://boardgamegeek.com/blogpost/71644/hands-practical-guide-making-prototype-tiles-last
Are there principles of "good" game design, and if so what are they? A BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1900554/open-discussion-principles-good-design-and-poor-de
How indie game publishers make money:
Different ways of handling turn order in a combat-based game:
https://www.reddit.com/r/tabletopgamedesign/comments/7if8z0/discussing_turn_structure_in_wargaming/
Why "dead" turns and lose-a-turn mechanisms are frowned upon in modern games (video)
The ins and outs of designing an escape-room game (audio):
http://www.boardgamedesignlab.com/designing-escape-room-games-with-juliana-patel-and-ariel-rubin/
Marketing and distribution insights for publishers and designers (video)
Advice for young board game designers:
https://boardgamegeek.com/thread/1897177/advice-my-7th-grade-designers
Advice for making a career in board games (video)
“Try creating a short description for your game project and list out what you want for it & from it as a project/product. Write as if the game was already finished, then use it as a goal to shoot for.”
Different types of asymmetry in board games:
http://www.kindfortress.com/2017/12/06/design-patters-asymmetry-part-2/
Advice for juggling multiple designs--a Board Game Design Forum discussion:
http://www.bgdf.com/forum/game-creation/design-theory/handling-numerous-designs
How game designers can leverage player psychology (audio):
http://ludology.libsyn.com/ludology-episode-165-fowerian-slip
Approaches to making a game that stands out:
“A rule exception for thematic reasons makes a game feel immersive. A rule exception for gameplay reasons pulls people back out.”
This month our list of favorite board game design tips and links includes pointers for getting started with a design, tutorials for a card-making program, reminders for what to watch in playtesting, and more.
theory:
process:
prototyping:
playtesting:
Why you should always question every aspect of your game during testing
“It’s really easy to blame players for a bad test (and sometimes bad tests will be due to the players). But blaming players instead of treating the test like a problem to be solved won’t help your game get better.” - Nat Levan
licensing:
publishing:
industry:
Where the money flows when someone pays for a board game at a store or on Kickstarter (videos)
Working with art or themes that can be controversial (audio, starting at 25:19)
Cardboard Edison is supported by our patrons on Patreon.
ADVISERS: 421 Creations, Peter C. Hayward, Neil Roberts, Aaron Vanderbeek
SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games
JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat
ASSOCIATES: Robert Booth, Stephen B Davies, Scot Duvall, Doug Levandowski, Aaron Lim, Nathan Miller, Anthony Ortega, Mike Sette, Kasper Esven Skovgaard, Isaias Vallejo, Matt Wolfe
APPRENTICES: Nicole Amato, Darren Broad, Kiva Fecteau, Guz Forster, Scott Gottreu, Scott Martel Jr., James Meyers, The Nerd Nighters, Matthew Nguyen, Marcus Ross, Sean Rumble, VickieGames
2018 9-Card Nanogame PnP Design Contest
Deadline: April 1, 2018
Prizes: GeekGold
https://boardgamegeek.com/thread/1895521/discussion-thread-2018-9-card-nanogame-pnp-design