A conversation about the basics of crowdfunding: building and maintaining an audience, and more (video):
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
The different types of board game designers, from hobbyists to professionals—and everything in between:
https://shippboardgames.blogspot.com/2024/10/the-hobby-professional.html
Designing for depth: how depth works in games and some surprising risks of designing deep games:
https://www.underdoggames.com/a/blog/how-much-should-we-focus-on-depth-1
Good examples of tutorials, learning scenarios, and built-in how-to-plays in board game rulebooks—a Bluesky game design discussion:
https://bsky.app/profile/emmalarkins.bsky.social/post/3l4wjv6l2532y
Aside from identifying your game’s target audience, here’s why you should also know who it isn’t for:
https://shippboardgames.blogspot.com/2024/09/the-unintended-audience.html
Lots of tips for better board game prototyping: material hacks, software, workflows, and more:
https://www.whatifgames.co.uk/boost-your-board-game-prototyping-with-these-expert-tips/
An exploration of various tessellating shapes and how they might inspire us to create new games:
https://www.thedarkimp.com/blog/2024/09/18/tiles-tracks-and-tessellations/
Data on how board game publishers engage with reviewers:
https://stonemaiergames.com/publishers-approach-to-tabletop-reviews/
Some of the different types of work that gets done behind the scenes in the tabletop industry, and how those roles contribute to making a game (audio):
https://unboxedboardgamepodcast.podbean.com/e/s2e1-celebrating-industry-roles/
