Smithsonian Open Access contains millions of high-res public-domain images that are free to use:
Thoughts on what makes a game “playful”—deep and expressive but also low-stress:
http://keithburgun.net/achieving-playfulness-in-strategy-game-design/
Principles for designing a game system that’s built to last:
https://level99games.tumblr.com/post/190810837571/designing-to-last-core-principles-in-game-design
Thoughts on some conventional wisdom for board game designers:
https://boardgamegeek.com/blogpost/98792/cutting-room-floor-episode-2-conventional-wisdom
How the “payday effect” impacts Kickstarter campaigns depending on their launch day:
https://stonemaiergames.com/the-astounding-payday-effect-on-kickstarter/
A beginner’s glossary of board game genres:
https://www.dicebreaker.com/categories/board-game/how-to/board-game-types-explained
The benefits of working on multiple designs at once—and why your excuses not to aren’t any good:
https://subsurfacegames.ca/2020/02/11/multi-tasking-is-actually-the-best/
“When we start making games we quickly realize that the game we made is NOT VERY GOOD! This is ok and this is normal. This is called experience. Unfortunately too many people stop trying around this stage because they feel like they are not good at it. Guess what? Neither was anyone at anything when they first started. It’s only through the experience of doing something that you get better at it.”
How to avoid “overdesigning” your game so much that it becomes unplayable by newcomers:
https://subsurfacegames.ca/2020/02/06/sen-foong-lim-on-his-roadblock/
Three tricks for keeping backers engaged during the mid-campaign Kickstarter slump:
https://tabletopbackerparty.com/3-old-but-good-engagement-hacks/
