Lessons from Spirit Island for aspiring board game designers:
https://brandonthegamedev.com/4-lessons-from-spirit-island-for-aspiring-board-game-designers/
Tips & Resources for Board Game Designers
Lessons from Spirit Island for aspiring board game designers:
https://brandonthegamedev.com/4-lessons-from-spirit-island-for-aspiring-board-game-designers/
“Every designer can talk about their own games for hours – instead, be the designer that listens.”
“Pay attention to point differentials and their psychological impact. In a zero sum game, you losing 1 point is the same as your opponent gaining 1 point. The latter feels more fair, though.”
What it takes to maintain a full-time job as a freelance board game designer:
https://subsurfacegames.ca/2020/01/17/on-the-viability-of-game-design-as-a-full-time-job/
“Being part of a design community is about investing in the success of that community. Be giving of your time and talents.”
“‘I don’t want to submit my game til it looks nice’
I have literally received a prototype in a macaroni cheese box. I’ve watched pitches where the bits were simply sharpie drawings on the backs of used printer paper. Don’t let perfection get in the way of your design’s progress!!”
“If you think your game needs to look nice, it probably means it’s just not good enough yet. Focus on the game.”
“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
“There are certain things you absolutely want to have in a game design contract, such as full reversion of rights a.) if they don’t make the game and b.) if they stop making/selling the game. Don’t get your game stuck in limbo!”
“Designing a game is a much easier process than chipping away at a game that works and making it great.”
Designers share pictures of what their prototypes looked like when they pitched them to publishers:
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
How to use math to balance and develop your designs (audio)
More and more therapists are using games in their sessions, which is another reason to design inclusive games (audio):
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