Tiebreakers: ways of thinking about them and finding one that makes sense for a design—a Bluesky board game designers discussion:
https://bsky.app/profile/marcelineleiman.bsky.social/post/3l7svdatny22c
Tips & Resources for Board Game Designers
Tiebreakers: ways of thinking about them and finding one that makes sense for a design—a Bluesky board game designers discussion:
https://bsky.app/profile/marcelineleiman.bsky.social/post/3l7svdatny22c
The “sweet spot” mechanic: how it works, various ways games use it, and more (audio):
https://decisionspace.podbean.com/e/the-sweet-spot-mechanic-wwta/
Balancing game design with work, family, and other aspects of life—four designers share how they do it:
A conversation about ways of approaching mathematical problems in game designs and participating in game design contests (video):
Tips and tricks for maximizing BoardGameGeek:
https://stonemaiergames.com/hidden-tips-and-tricks-for-maximizing-boardgamegeek/
Balance in board games: When is it important, and when is it boring? Can imbalance actually make some games better? (video):
A pitfall of doing design work on a board game that’s headed for crowdfunding—and advice for how to avoid it:
https://bsky.app/profile/kevinwilson42.bsky.social/post/3l6xslf7hvs2t
Why it's too easy for anyone to make a game—and why that sucks:
https://bsky.app/profile/theonetar.bsky.social/post/3l75am3wx3y2r
Why creating bad games is an important part of becoming a good game designer (video):
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 most important skills for board game designers to have—a Twitter game design discussion:
A game designer’s guide to board game conventions and trade shows:
An overview of hidden traitor and semi-cooperative game mechanisms:
A conversation covering some basic principles of graphic design for board games (video):
You can’t really know when a game will be a hit—but you can do a lot of things to increase its chances:
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
10 observations about board game customers and what they’re looking for:
Pros and cons of victory points (video):