Industry veterans offer advice to designers at Dice Tower Con 2018 (video)

“If you’re testing for an hour with 4 other people, that’s 4 hours of designer time you’ve used. Give as much time as you can back to your fellow designers.”
— Emma Larkins
“It’s natural for players to want have discussions or make comments midgame as issues emerge. Develop a sense as a moderator for when to cut off those conversations and refocus players back to gameplay.”
— John Brieger
“For those creating co-op games, create uncertainty. That way each player feels they are making their best decision for themselves rather than solving an equation. Each player should feel that they are the hero when it is their time to act. Create interactivity, otherwise, it is just a group of people playing solitaire.”
— Michael Lipton

Answers to a wide range of questions about playtesting (video)

Designing games for four different kinds of players and the experience that connects with each type (video)

“Asking whether to design a game theme-first or mechanics-first is like asking whether to paint with red paint first or black.”
— Jay Treat
“What you choose to leave out of your design is as important as what you put in - if not more so. Simplify.”
— Emma Larkins