A roadmap for designers navigating the process of submitting a game to a midsize publisher:
https://www.alderac.com/2019/05/24/the-realities-of-timesizeand-the-hierarchy-of-creativity-at-aeg/
Tips & Resources for Board Game Designers
A roadmap for designers navigating the process of submitting a game to a midsize publisher:
https://www.alderac.com/2019/05/24/the-realities-of-timesizeand-the-hierarchy-of-creativity-at-aeg/
What is a reasonable goal for a first-time board game designer? A BoardGameGeek designers’ forum discussion:
https://boardgamegeek.com/thread/2208240/novice-what-am-i-trying-accomplish-designing-game
“Note what parts of your game initially confuse players, even if they understand them at the end.”
Templates to help with the layout of your sell sheets:
https://mrbossdesign.blogspot.com/2019/05/sell-sheet-templates.html
Game designers share the advice they wish they had received when they were starting out:
“Want to get better at #gamedesign? Put together a regular playtest group. Weekly, fortnightly, monthly - whatever you can commit to doing on a regular basis. You’ll grow better together, improving as a group, and most importantly - you’ll get your game to the table more.”
The importance accessibility and diversity in games (audio):
What one designer learned from his failed Kickstarter campaign (audio):
“Sometimes you just have to “take your medicine” and work on that bad design. Sometimes you have to show people a broken prototype with issues you can’t quite put into words. Sometimes working through a design challenge isn’t pretty.”
“When you make large changes, you need to re-test your game at all of its player counts.”
A small publisher’s advice for running a Kickstarter campaign and attending conventions:
https://giantbrain.co.uk/2019/05/15/meeting-of-minds-janice-turner-wren-games/
Thoughts on narrative in board games:
https://lestmyopinions.com/2019/05/13/waiter-theres-a-narrative-in-my-board-game/
“If you love designing: participate in contests. If you want to network: participate in contests. A whole spectrum of opportunities become available when you’re able to set aside self-doubt and embrace the fact that you’re a designer capable of greatness. You can do it!”
“Every game is its own thing, its own miraculous and impossible creation. It’s a magic trick. It gets easier with time and experience, and you pick up techniques and short-cuts - the craft you can fall back on - but it’s always a process of discovery and iteration and trying things that don’t work until they do. There’s no secret handshake, no special or arcane knowledge.”
How one designer unwittingly found a path to major successes in the industry (audio):
http://breakingintoboardgames.libsyn.com/breaking-into-board-games-episode-93-erica-bouyouris
Some really great insight on designing historical games (audio):
http://www.boardgamedesignlab.com/designing-historical-games-with-tom-butler/
A breakdown of some of the different aspects of your game that you should be testing at different stages:
https://twitter.com/sophisaurus_rex/status/1126420175622934529?s=20
“Ideally, you want people to play your game. Avoid mechanics that discourage people from playing your game (“skip a turn”, rewarding hoarding (instead of playing) action cards, “cancel” cards, player elimination). ”
Five ways to build a crowd for your game before launching a Kickstarter (audio):
http://theforbiddenlimb.libsyn.com/top-5-ways-to-build-a-crowd-for-your-game-ep-82