“Given my choice, I’ll always design a boardgame that will be loved by some and hated by others rather than a game that will be seen in a mildly positive way by most. I want to make games that leave a lasting impression on those who play them, one way or the other.”
— Kevin Wilson

Three pieces of playtesting advice from Elizabeth Hargrave in under three minutes (video):

https://www.youtube.com/watch?v=k3zWuGTk27M

“Many published games go through hundreds of changes before they’re done. When people have criticism about your game they are not criticizing you as a person. They’re trying to help you make a better game.”
— Elizabeth Hargrave

Worker-placement games where more workers isn’t necessarily better—12 ways games handle it (video):

https://www.youtube.com/watch?v=TuymCqs-UgI

Building a brand in board games: setting expectations with the promise of your game and delivering on them, pitching it to publishers, connecting with players, creating a company, and more (video):

https://www.youtube.com/watch?v=nVzlLIdHe20

Four interesting examples of game design theory and how designers can use them in their games (video):

https://www.youtube.com/watch?v=Jn38jGiEdKc

“Do as much as you can with a project BEFORE you start investing a lot of money into it. Test your prototype, polish it, get it to as perfect as possible before spending. From there you can start investing in the art, editing, etc., but get it as close to final as you can first – it can save you a lot of future headaches.”
— Isaac Vega

Designing board games with manufacturing in mind—tips for cutting costs without sacrificing gameplay (video):

https://www.youtube.com/watch?v=jF8Pvz_18Rg