Instagram strategies for board game publishers:
https://stonemaiergames.com/20-instagram-strategies-and-my-recommendations/
Tips & Resources for Board Game Designers
Instagram strategies for board game publishers:
https://stonemaiergames.com/20-instagram-strategies-and-my-recommendations/
Convention strategies for board game publishers:
https://www.alderac.com/2019/12/12/unconventional-convention-thoughts/
Game designers share which software tools they use to make prototypes:
https://boardgamegeek.com/thread/2328726/what-software-are-you-using-making-proto-cards-pla
How to find playtesters even if you live in the middle of nowhere:
How to form good game-design habits:
http://www.justingary.com/how-to-10x-your-game-design-abilities/
Misconceptions about game design:
“I still have to constantly remind myself that when playtesting, it’s more important to identify and describe issues than brainstorm possible solutions.”
“If players don’t provide feedback at the end of a test, you messed up. It’s your job as the moderator to ask the right questions and create an environment where people will give you feedback.”
How to create a killer board game media kit, with a checklist:
https://www.meeplemountain.com/articles/how-to-create-a-killer-board-game-media-kit/
How finished should a design be before pitching it to publishers?
Advice on shipping, logistics, and saving money by a warehouse owner (audio)
http://www.boardgamedesignlab.com/fulfillment-shipping-and-logistics-with-toby-truman/
Discussion of highs and lows from Deep Water games and different distribution models (audio)
Step-by-step instructions for getting feedback from playtesters:
https://boardgamedesigncourse.com/getting-good-feedback-and-what-to-do-with-it/
“As a designer play your game a ton. Then have your friends do the same. Then strangers. Take in all the data, iterate and repeat. There is no shortcut, and skimping in this process really shows long term.”
Notes on “perpendicular constraints” in cooperative games, or game systems that pull players from their core mission:
http://www.kindfortress.com/2019/11/29/design-patterns-perpendicular-constraints/
“One of the best things you can do as a designer, beyond simply finding a publisher who likes your idea, is to find one who has an actual opinion about how to improve it and fashion it into the right game for the right market.”
“A great sell sheet is marginally better than a good one. Don’t spend more time on your sell sheet than your game.”
“I think that to be a good boardgame designer, it’s useful if you actively enjoy criticism.
Divorce your self from your actions/creations. You are more.
Have a proper discussion about your failures and mistakes. That way you can learn to be better.”
“After the initial stages of your design, 1 test with strangers is worth a dozen games against your codesigner / with your design team.”
Designers share the questions that they like to ask playtesters, and some that they avoid asking: