How a game's different systems can be coupled to work together well (audio):
http://ludology.libsyn.com/ludology-episode-172-odd-coupling
Tips & Resources for Board Game Designers
How a game's different systems can be coupled to work together well (audio):
http://ludology.libsyn.com/ludology-episode-172-odd-coupling
The purposes that victory points serve in a game design:
http://makethemplay.com/index.php/2018/03/26/victory-points-and-board-game-design/
Advice for making an escape-room game:
https://twitter.com/ShannonCreates/status/977199188256714753
How to use narrative to create a story-driven game (audio):
http://www.boardgamedesignlab.com/story-driven-games-with-jerry-hawthorne/
A discussion about designing microgames (audio):
http://www.theboardgameworkshop.com/2018/03/episode-34-micro-games.html
How to find your game's "core idea":
https://boardgamegeek.com/blogpost/75029/design-diary-sands-time-and-evolution-idea-game
A Kickstarter "launch sequence": the steps to take immediately after launching a project:
http://brandonthegamedev.com/what-to-do-immediately-after-your-kickstarter-launches-a-checklist/
Bite-size tips for early-stage playtesting, late-stage testing, and the whole process:
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: