If you don’t enjoy it it’s always going to be a challenge convincing anyone else.
— James Emmerson
Don’t forget a card key in your rulebook. Telling me to shuffle something doesn’t help if I can’t figure out what that something is!
— Brittanie Boe
Your ability to recognize weak parts of a design develops faster than your ability to fix them. Keep pushing.
— Andrea Mezz
To be played many times a game needs to show at least a glimmer of its shine in the first game, perhaps even in the very first couple of actions.
— Rustan Håkansson
First versions of games are great for including everything you want. It gives you more raw material to start from, so you can take more away on your way to the final version.
— Nat Levan
Make sure you are changing up which player counts you test at. Don’t over-optimize for a single player count.
— John Brieger
Game designers: test game designs at the idea stage. Meaning: pitch concepts your gamer friends. Ask them to pick their favorites. Wait til they go gaga over one. THEN design a game to fully realize that concept. Reduces the chance you’ll design something no one cares about.
— Nick Bentley
The best feedback is neither positive nor negative. The best feedback is actionable.
— John Brieger
Game design doesn’t have to be your whole life. It’s easy to get wrapped up in worrying that you’re not working hard enough, especially when you perceive that others are more dedicated than you are. Remember: you don’t have to be obsessed to be good.
— Emma Larkins