Balance and asymmetry in game design (video)
Three podcasts discuss what to expect when working with a publisher:
http://www.buildingthegamepodcast.com/2018/01/21/episode-295-robs-gone-and-the-worst-guest-ever/
http://www.boardgamedesignlab.com/how-a-publisher-develops-games-with-alan-emrich/
Bringing an unusual game design to a playtest event? Advice for some common "uncommon" games:
https://boardgamegeek.com/thread/1924953/and-now-something-completely-different-other-types
What to do before reaching out to reviewers:
http://brandonthegamedev.com/how-to-get-your-board-game-reviewed/
Things to consider when using an unusual theme for your game:
https://dzayas.com/advice/alternative-themes-andrew-russell-birkett/
Game Pieces Only Challenge
Design a game without any printed components
Deadline: April 20, 2018
Prizes: cash, The Game Crafter points and shop credit, and more
https://www.thegamecrafter.com/contests/game-pieces-only-challenge
Don Eskridge, designer of The Resistance, on creating a social deduction game (audio):
http://www.boardgamedesignlab.com/designing-social-deduction-games-with-don-eskridge/
Seven pieces of advice for attending playtesting events:
https://boardgamegeek.com/thread/1914655/7-lessons-learned-unpub-midwest-game-designer
Five high-level tips for playtesting, including taking notes, receiving feedback, and more:
https://boardgamegeek.com/blogpost/72469/5-things-i-have-learned-playtesting
“Your first tests don’t have to be dreadful! From the start, focus on the core of your game. Focus on the heart that will make or break your project, the thesis statement of your design. Make sure the core of the game is fun, or has the potential for fun. Make sure that it has something unique, and that the incentives to win are useful and there.”
