Tips for designing a word game:
http://www.robin-david.com/2018/03/thoughts-on-designing-word-building.html
Tips & Resources for Board Game Designers
Tips for designing a word game:
http://www.robin-david.com/2018/03/thoughts-on-designing-word-building.html
How to take inspiration from other games without ripping them off:
https://boardgamegeek.com/blogpost/74782/aqs-do-you-ever-worry-about-ripping-other-games
Remote blind playtesting in 10 easy steps:
http://www.kindfortress.com/2018/03/19/blind-remote-playtesting-in-10-easy-steps/
How to develop a marketing strategy for your company or game:
http://brandonthegamedev.com/how-to-choose-use-a-board-game-marketing-strategy-that-works/
“In your gameplay examples, don’t just show WHAT a player is doing. Describe their strategy/intent (the WHY), which usually can’t be communicated just by graphics.”
“That’s what separates people that are beginning and people who have been doing this for a long time; you learn that if I really want this game to be great, I might have to cut something out that I think is great, but it’s not working.”
“Testing and iteration are far more important than planning and inspiration.”
“If I ask ‘What makes your game different from other games of the same theme and weight?’ and you can’t answer me? don’t make the game.”
“If you plan on being a part of the game industry it’s important to know that you can learn more for the cost of a round of drinks than all the money you spent on college.”
Ways of coping with Kickstarter anxiety:
http://brandonthegamedev.com/6-ways-to-cope-with-kickstarter-anxiety-as-a-board-game-dev/
What makes a box functional, fashionable, and provocative (audio):
http://www.boardgamedesignlab.com/boxes-and-packaging-that-sell-with-adam-rehberg/
Tips for organizing rulebooks: introductions, terminology, visuals, player aids and more:
Why it's important to narrow the focus of your game's design:
https://boardgamegeek.com/blogpost/74721/pick-your-focus-what-it-doesnt-matter-pick-focus
Should you advertise and preview a Kickstarter campaign before launch?
https://stonemaiergames.com/kickstarter-lesson-245-should-you-advertise-and-preview-pre-launch/
What's your game's identifying feature, the thing that makes it memorable?
https://oakleafgames.wordpress.com/2018/03/12/which-one-was-it-identify-your-game/
Advice for first-time designers on navigating the publishing process, working with a publisher, using Kickstarter and more (audio):
The two opposing mindsets you must have as a game designer:
The most important questions to ask yourself when designing a board game (audio):
http://theforbiddenlimb.libsyn.com/10-questions-to-ask-yourself-when-designing-a-game-ep-65
What you should expect to get from a publisher when you're pitching your game to them:
https://boardgamegeek.com/blogpost/74579/pitch-not-playtest-demo-not-playtest-you-can-still
Pros and cons of taking a long time to develop your game:
https://boardgamegeek.com/thread/1953339/long-development-cycles-pros-and-cons