Finding time to design while working a full-time job--a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1996796/designing-full-time-job
Tips & Resources for Board Game Designers
Finding time to design while working a full-time job--a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1996796/designing-full-time-job
How to improve public-domain artwork for your game:
How uncertainty in a game "without luck" can feel a lot like luck:
http://www.kindfortress.com/2018/05/22/design-pattern-leveraging-luck/
“Your first game design should be a project that you are able to count the number of components, art, and rules on your hand. That way you can ensure yourself that it will be done.”
Thoughts on the role of actions in board games:
HABA USA Game Design Contest
Use random components to design a family game. Only 200 design kits are available.
Submission deadline: July 20, 2018
The benefits of tapping players' creativity, and simple ways of doing it:
How to start working on a large, complex game design--a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1994796/how-start-designing-large-complex-game
What it's like designing and publishing abstract games:
https://www.inquisitivemeeple.com/publishers-of-play-nestorgames/
Contest winners discuss what to keep in mind when designing a game for a contest (audio):
https://www.theboardgameworkshop.com/2018/05/wednesday-may-16-2018-38-welcome-to.html
Tips for designing dueling games (audio):
http://www.boardgamedesignlab.com/dueling-games-with-brad-talton/
Advice for getting better at giving and receiving criticism (audio):
How to use randomness in your design, keeping in mind the game's audience:
http://theforbiddenlimb.libsyn.com/the-roll-sic-of-randomness-ep-67 (audio)
Pros and cons of designing a game with multi-use cards:
A look at the ways in which "workers" work in board games:
http://makethemplay.com/index.php/2018/05/14/how-to-make-workers-work-in-board-game-design/
“Keep your day job. Not kidding –- most inventors are twenty-year overnight successes. It seems like it should be easier than it really is, and it’s a numbers game. The more games you create, the better your chances of success.”
Morten Monrad Pedersen on designing solo variants:
https://cardboardclash.wordpress.com/2018/05/12/interview-with-morten-monrad-pedersen/
“Understand that a good idea may take as little as an instant, but a good design may take as long as a decade.”
Examining the relationship between points and money in games:
http://www.kindfortress.com/2018/05/07/design-patterns-a-rich-victory/