Tips for staying prepared and keeping cool for a pitch to a publisher:
https://boardgamedesigncourse.com/how-to-demo-your-game-without-turning-into-a-bundle-of-nerves/
Tips & Resources for Board Game Designers
Tips for staying prepared and keeping cool for a pitch to a publisher:
https://boardgamedesigncourse.com/how-to-demo-your-game-without-turning-into-a-bundle-of-nerves/
“Keep it simple! Leave as much as possible out in your concept, as opposed of adding as much as possible. Don’t think you are done with playtesting if a few friends played it.”
A discussion about the “six zones of play”—the physical areas where a game’s information is held. (Ludology, audio)
http://ludology.libsyn.com/ludology-209-the-6-zones-of-play
Counterpoint: A counterargument to Ludology’s conclusions about the theory’s lessons for designers. (BGG)
https://boardgamegeek.com/blogpost/95054/6-or-7-zones-play-design-implications
“THE WAY to get good at game design fast: make a prototype today, despite having no idea what you’re doing. TODAY. Playtest ASAP. The test will and should be ABYSMAL. Then iterate til it’s not abysmal, then iterate more til it’s good. There. Now you’re a game designer.”
“When prototyping game components players manipulate, use physical components that have similar properties to your intended final components.”
Tips for pitching your game based on feeling first:
Advice for designers attending conventions:
“Focus on the big things before focusing on the small things. I often see other game designers focusing on fixing little details when it seems that some of the core ideas need to be changed instead.”
“Some testers will try to dominate feedback discussions. You are responsible for ensuring all voices are heard!”
Four lessons for aspiring designers from Dinosaur Island:
https://brandonthegamedev.com/4-lessons-from-dinosaur-island-for-aspiring-board-game-designers/
Ways of keeping players involved even at high player counts:
https://boardgamegeek.com/thread/2290509/keeping-players-involved-high-player-count
What it’s like working as a full-time freelance board game designer:
Things to remember about termination clauses in game licensing contracts:
https://www.thegameaisle.com/chitag-white-paper-termination/
Notes on the value of playtesting done right:
https://twitter.com/sophisaurus_rex/status/1181173931379757057
“Don’t be afraid of big changes at each iteration during early tests. Most board games can’t be A/B tested to completion.”
How designers approach promoting their games:
Price is a major consideration when players decide whether to buy a game or not; here is a discussion on many factors regarding cost (audio):
http://thegamecrafter.libsyn.com/pricing-your-game-at-the-game-crafter-episode-207
“The best thing you can possibly do to catch a judge’s attention in a design contest is to do something that they haven’t seen before. If your plan is ‘I will do [standard recipe] better than anyone else’, it has to be orders of magnitude better in order to stand out.”
Four lessons from Twilight Imperium for aspiring board game designers:
https://brandonthegamedev.com/4-lessons-from-twilight-imperium-for-aspiring-board-game-designers/
How games can be designed to be more engaging for different types of player groups: