“Negative points are big, loud alarm bells. Ring them wisely.”
Design diary followed by discussion of the highs and lows of an active Kickstarter campaign (audio)
http://www.boardgamedesignlab.com/the-making-of-dungeon-ball-with-gabe-barrett/
Discussion on the role of theme in a game (audio)
http://tgdrt.libsyn.com/-229-round-table-on-the-essence-of-a-theme
Modern tenets of good game design—a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2344424/what-secret-creating-good-choicesdecisions-game-de
Tips for better, faster playtesting sessions—a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2346314/tips-power-testing-protospiel
Tips on how to make your games retail-friendly and what makes a retailer interested in backing your Kickstarter (audio)
http://thegamecrafter.libsyn.com/bryan-winter-and-retail-friendly-games-episode-220
Notes on tracks, tokens and score pads, and when one is better than another:
https://subsurfacegames.ca/2020/01/06/tracks-tokens-score-pads/
Reducing players’ cognitive load through good component design:
https://boardgamegeek.com/blogpost/96699/components-are-avatars-concepts
An overview of what to do once you have a brilliant idea for a board game:
https://bigpotato.com/blog/what-to-do-with-your-brilliant-board-game/
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.”
