More than 200 artists and graphic designers, with links to their portfolios and notes on style:
https://stonemaiergames.com/200-artists-and-graphic-designers-whose-work-i-love/
Tips & Resources for Board Game Designers
More than 200 artists and graphic designers, with links to their portfolios and notes on style:
https://stonemaiergames.com/200-artists-and-graphic-designers-whose-work-i-love/
How to stay motivated during quiet periods—a Twitter board game designers discussion:
Tabletop game designers on what drives them to create:
“Test early, test often! Players will expose problems with your design faster and more reliably than you can. If you design for months before seeking feedback, you run the risk of designing content/mechanics you’ll end up scrapping anyway.”
“Playtest feedback is best analyzed and acted upon in aggregate.”
Notes on identifying your game’s complexity:
First steps for new designers: what to do with your board game idea:
https://bigpotato.com/gb/blog/what-to-do-with-your-brilliant-board-game
4 lessons from Ticket to Ride for aspiring board game designers:
https://brandonthegamedev.com/4-lessons-from-ticket-to-ride-for-aspiring-board-game-designers/
The requirement for the February 2019 24-hour contest is “bureaucracy”:
https://boardgamegeek.com/thread/2146802/24-hour-contest-february-2019
Thoughts on adding extra game modes to your design, such as for expanded player counts and solo versions:
Why you should make a prototype and get your idea to the table as soon as possible:
4 lessons from Terraforming Mars for aspiring board game designers:
https://brandonthegamedev.com/4-lessons-from-terraforming-mars-for-aspiring-board-game-designers/
This month, our list of favorite board game design links and quotes includes lots of advice for playtesting, pitching, and entering contests, in-depth discussions about various kinds of games, industry trend data, and more.
featured:
contests:
theory:
Designing games with non-traditional themes (audio): Part 1, Part 2
Two discussions about designing party games: Ludology, CoOp Cast (audio)
A discussion about good design for tabletop escape-room games (audio)
playtesting:
process:
rules:
“Consistency in language is one of those small things that makes games so much easier to play. Refer to the same actions, components, and game sections by the same terms every time in rules, card text, reference materials, etc." - John Brieger
licensing:
publishing:
industry:
Cardboard Edison is supported by our patrons on Patreon.
ADVISERS: Rob Greanias, Peter C. Hayward, Robin Kay, Andrew Young
SENIOR INVENTORS: Steven Cole (Escape Velocity Games), Calvin Johns, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz "Bez" Shahriari, Shoot Again Games, Nick Thacker
JUNIOR INVENTORS: Ryan Abrams, Luis Lara, Neil Roberts, Jay Treat
ASSOCIATES: Dark Forest Project, Stephen B. Davies, Thiago Jabuonski, Doug Levandowski, Nathan Miller, Matt Wolfe
“If you want a good game, get used to feedback. Listen to play testers. Make changes. Revise, test, revise again. If you’re so enamored with what you’ve created that you can’t do this, you’re not making something for an audience of more than one.”
How to work well with distributors (video)
Reflections of a full-time board game designer after a year on the job:
https://boardgamegeek.com/blogpost/85810/viability-game-design-full-time-job
A design discussion about rest actions in games (audio, starts at 58:15):
https://soundcloud.com/user-318456537/episode-70-heroes-of-terrinoth-and-design-discussion
Game loops and how they can be designed to accomplish a variety of goals (audio):
http://ludology.libsyn.com/ludology-episode-192-loops-i-did-it-again
How to make programmed-action games (audio):
http://www.boardgamedesignlab.com/programmable-action-games-with-bill-lasek/