“If you think your game needs to look nice, it probably means it’s just not good enough yet. Focus on the game.”
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/
