Four things you can do to increase your online visibility as a board game designer:
https://www.thedarkimp.com/blog/2025/04/05/you-are-who-google-says-you-are/
Four things you can do to increase your online visibility as a board game designer:
https://www.thedarkimp.com/blog/2025/04/05/you-are-who-google-says-you-are/
A short thread about how players’ game-purchasing decisions are often made, and why you’re actually designing for a group, not an individual:
https://bsky.app/profile/nickbentley.bsky.social/post/3lla6jphwdk2o
A short thread with some principles for coming up with a compelling name for your board game:
https://bsky.app/profile/nickbentley.bsky.social/post/3lkdzwt7eg226
Six good habits for board game designers, to help you through the process of broadening your horizons, putting your game through its paces, participating in the industry, and contributing to the community:
https://www.meeplemountain.com/top-six/top-six-awesome-habits-for-board-game-designers/
Advice for dealing with negative—or even just tepid—reviews of your board game:
https://shippboardgames.blogspot.com/2025/02/negative-reviews.html
The benefits of cultivating your personal brand as a board game designer:
https://www.thedarkimp.com/blog/2025/02/04/your-personal-brand-as-a-designer/
How to design a game for a non-gaming brand: questions to ask, setting your price, managing the project, setting expectations for the client, and more:
https://www.thedarkimp.com/blog/2025/01/15/designing-games-for-brands/
Making “toyetic” games with a strong toy factor (audio):
Games that do it well:
https://sites.libsyn.com/19999/obg-553-toyetic
Manufacturing and marketing them:
https://unboxedboardgamepodcast.podbean.com/e/s2e3-toyetic-games/
Lots of bite-size advice for making a board game, especially playtesting, pitching to publishers, and what to expect if it’s released:
https://bsky.app/profile/connievdc.bsky.social/post/3lbycjga5522q
Tips and tricks for maximizing BoardGameGeek:
https://stonemaiergames.com/hidden-tips-and-tricks-for-maximizing-boardgamegeek/
Why it's too easy for anyone to make a game—and why that sucks:
https://bsky.app/profile/theonetar.bsky.social/post/3l75am3wx3y2r
Amigo Games’ chief operating officer discusses the true goal of pitching a publisher, a method for demoing games at conventions, marketing new versions of old games, and more (audio):
https://justingarydesign.substack.com/p/alex-yeager-mastering-game-pitches