Playtesting conventions: what new board game designers need to know about attending (video):
Stuck on a game design? Here are some ideas for things you can do to get unstuck:
https://twitter.com/Nick__Bentley/status/1589328931882414081
Marketing a game pre-release: What to do in the three months before a game comes out to get fans excited for it (audio):
https://unboxedmarketingpodcast.podbean.com/e/episode-2-pre-orders-to-release-communication/
Lots of advice for pitching your game to publishers and building long-term relationships as a designer in the board game industry (videos):
The final week of your crowdfunding campaign can be crucial to its overall success. Here’s what you can do to make the most of that time:
https://boardgamedesigncourse.com/the-last-week-of-your-kickstarter-campaign/
Getting discouraged with the game-making process is normal. Here are some tips for recognizing when it shows up and what you can do about it:
https://shippboardgames.blogspot.com/2022/10/discouragement-is-part-of-creative.html
Why TCGs are impossible to balance, and how as a designer you can at least get close:
https://remptongames.com/2022/10/29/why-tcgs-are-impossible-to-balance/
Analysis paralysis in players: what causes it and what designers can do to discourage it:
https://www.universityxp.com/blog/2022/10/25/what-is-analysis-paralysis
Thoughts on how to make games that are appealing to players with a wide range of preferences around strategic depth:
https://twitter.com/Nick__Bentley/status/1582741011125542913
A short thread of the various “moments” players will experience with your game:
https://twitter.com/Nick__Bentley/status/1562810992396234753
Megagames vs. board games and the different design considerations that makers of each need to keep in mind:
https://www.megagameassembly.com/blog/megagame-design-not-just-a-big-boardgame
