Takeaways from a Protospiel playtesting event:
https://twitter.com/fairway3games/status/1186703497544323072
Tips & Resources for Board Game Designers
Takeaways from a Protospiel playtesting event:
https://twitter.com/fairway3games/status/1186703497544323072
Tips for making a pitch video:
https://buttonshygames.com/blogs/news-1/18-card-challenge-lights-camera-action
How board game designers get started with making the first prototype of a new design:
“If you attend a group regularly, you might get more of your stuff tested on some days, but it should balance out in the end. People will be much more supportive and friendly to you if they feel you are doing your fair share!”
“Proper etiquette for designer meetups is likely spending 2-4x the time playing/critiquing for others as you do running your own games.”
Are agents a useful route for designers to find publishers? A Twitter board game design discussion:
Lots of advice for making sell sheets: who they’re for, what should be in them, how they should be arranged, and more:
http://makethemplay.com/index.php/2019/10/23/creating-a-sell-sheet-for-your-board-game/
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/