The importance of having a print-n-play version of your game and some tips on making the print-n-play files (audio):
http://www.boardgamedesignlab.com/designing-an-awesome-print-n-play-with-martin-gonzalvez/
Tips & Resources for Board Game Designers
The importance of having a print-n-play version of your game and some tips on making the print-n-play files (audio):
http://www.boardgamedesignlab.com/designing-an-awesome-print-n-play-with-martin-gonzalvez/
“Every game designer has dozens (if not hundreds) of ideas, and I bet every designer has several perfectly functional designs. The ability to look at all of those functional designs, pick only the best one, and make it 10x better is something that takes dedication, patience, and humility.”
The basics of blind playtesting:
https://boardgamedesigncourse.com/blind-playtesting-your-game/
How designers split their time between prototypes and just-for-fun play—a Twitter discussion:
https://twitter.com/tableflipsyou/status/1206366981865328640
Statistics for what makes an “evergreen” game:
https://stonemaiergames.com/the-magic-formula-for-publishing-an-evergreen-tabletop-game/
Designers share their thoughts on making great “hooks” for games:
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.”