If you send out a request to meet with a publisher, include some info on your game. Sell sheet, rules, link to information. You know, something to make your game look like it’s worth meeting about. There’s not infinite time to do all the things!
— Carla Kopp
When testing family / mass market games, keep in mind hobby gamers’ kids have atypical exposure to hobby gaming.
— John Brieger
A question I ask routinely in early tests: ‘Is there anything you wanted to do in this game that you couldn’t?’
— John Brieger
Don’t sit on one game for too long. Try to design a lot of games early on. Figure out what sort of games you like to play and design. It’s very rare that your first game will be a breakout hit.
— Shem Phillips
Playtesters are people, not just a data input to your #gamedesign. Recognize that and treat them well.
— John Brieger
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.
— Phoenix Covenant
Build a crowd BEFORE you launch. You and your game are the cultivator, best practices are the converter. Don’t get that backwards.
— Daniel Zayas