Notes on building a business making board games:
https://brandonthegamedev.com/dont-just-build-a-board-game-build-a-business/
Tips & Resources for Board Game Designers
Notes on building a business making board games:
https://brandonthegamedev.com/dont-just-build-a-board-game-build-a-business/
A co-creator of Exploding Kittens discusses fostering a community on Kickstarter:
A list of board game design advice you should never follow:
Board game designers discuss the various places where they get inspiration:
“Playtesters are people, not just a data input to your #gamedesign. Recognize that and treat them well.”
“Remember to take breaks from your concepts/prototypes so that you can approach them with fresh eyes. Time to detox lets you take on your work as a new(ish) player would, versus someone that just designed that rule/mechanic. Perspective is everything.”
“Build a crowd BEFORE you launch. You and your game are the cultivator, best practices are the converter. Don’t get that backwards.”
Thoughts on the importance of catch-up mechanics:
A short list of what to include in a sell sheet:
https://twitter.com/WeirdGiraffes/status/1104032904349470721
Notes on the importance of proofreading your rulebook:
“Remember card game designers, your game is better when the abilities evoke your theme. It’s not just clever, it makes the game easier to learn and play.”
Reasons theme is important in your prototype (audio):
http://theforbiddenlimb.libsyn.com/reasons-to-theme-your-prototype-ep-78
Board game designers share which part of the process they find the most difficult:
This month, our roundup of favorite board game design links and quotes includes counterintuitive tips, deep thoughts that are worth thinking about, advice for working in the industry, and more.
theory:
process:
“my biggest piece of advice for aspiring board game designers is to play more modern games. play so many games. as many as you can. different kinds. pay attention to designers and their styles. learn what you can about how people who know what they’re doing do their thing.”—Daniel Newman
“If you never try your game idea because you doubt it’ll be any good, then it will never improve, and it will never be any good. Don’t expect your game to be perfect the first time you play it.”—Seth Jaffee
industry:
publishing:
Cardboard Edison is supported by our patrons on Patreon.
ADVISERS: Rob Greanias, Peter C. Hayward, Justin Gibbs, Robin Kay
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
“Sometimes a whole playtest falls apart for no particular reason. This is to be expected and embraced.”
A discussion about emotions in game design (audio):
Steven Aramini discusses game design contests, game balance, happy accidents in game design and more (audio):
https://flatoutgames.podbean.com/e/pip-014-kingdom-connections-w-steven-aramini/
2019 54-Card Game Design Contest
Deadline: May 31, 2019
Prizes: GeekGold
https://boardgamegeek.com/thread/2159824/2019-54-card-game-design-contest
Tiny Towns designer Peter McPherson on listening to playtesters, pitching your game, seeking out other designers and more:
https://www.inquisitivemeeple.com/a-tiny-chat-about-tiny-towns/
The requirement for the March 2019 24-hour contest is “mask”:
https://boardgamegeek.com/thread/2159801/24-hour-contest-march-2019