Design 100

@the_design_100

Weekly game design thoughts...all in 100 words or less! Curated by

Beigetreten Februar 2019

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  1. 23. Okt.

    The latest question is now live! This week we ask our designers: "How do you motivate yourself to make the very first prototype of a new design? How long do you think about a design before making it into a physical form?"

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  2. 18. Okt.

    " Take a screenshot of your con schedule to use as your phone’s lock screen and background so that you can see it all the time." - Sen-Foong Lim ()

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  3. 17. Okt.

    "Be ready to make friends. Making friends is a great way to network. Don’t just talk about yourself, listen to others and get to know them. Be helpful and they’ll remember that. But be genuine about it." - Sarah Reed ()

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  4. 16. Okt.

    "You need to do your homework. I’d suggest new designers to investigate a publisher’s catalogue to see if your games can match with the type of games they publish. Check if they are open to receive new designs." - Eloi Pujadas ()

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  5. 15. Okt.

    This week on the Design 100, we ask our designers: "How do you prepare for conventions? What advice would you give to designers going for the first time?"

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  6. 11. Okt.

    I am actively seeking the right boundaries on this and very curious to hear what other people will say. It certainly cuts into the time I spend designing new games, but I also enjoy the interaction as an end in itself. -Elizabeth Hargrave ()

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  7. 10. Okt.

    "Being available to help out at booths when a game is launching is usually a win/win for designers and publishers. They get to have an extra set of hand on deck and I get to see people enjoying the game for the first time." - Alex Cutler ()

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  8. 9. Okt.

    "As I design and publish my own games, I come at this from a very different angle. But I believe it is the responsibility of everyone on the team to do promotion for their games. That way every base is covered." - Helaina Cappel ()

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  9. 8. Okt.

    "I consider that sharing my passion for my games is part of my job. And, step by step, it’s a way to transform your name as a brand." - Bruno Cathala ()

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  10. 7. Okt.

    A new week, and a new question on the Design 100! This week we ask our designers: "What do you feel is your responsibility as a designer to promote your own work? What works well for you, and what has turned out to be a waste of time?"

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  11. 4. Okt.

    I’m impressed at how pure a game Cribbage is. While I could never have the level of hubris required to even think I could Cribbage But Better, I have been wondering if the mechanisms could be implemented into something wider. - Michael Fox ()

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  12. 2. Okt.

    "Dots and Boxes could be the basis for a cool new game, especially in light of the current roll and write craze! There is something really satisfying about the way those chain reactions can trigger across the page." -Phil Walker-Harding ()

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  13. 1. Okt.

    The latest question for the Design 100 is live! This week we ask our designers: "Which classical game would you love to redesign, or use as the basis for a new game? What would you change?"

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  14. 28. Sept.

    "Brains have a funny way of continuing to work on something in the background and then presenting answers later, unexpected...Sometimes you need more downtime, not more work." - Elizabeth Hargrave ()

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  15. 27. Sept.

    "I browse my list of possible co-designers to find one who might be interested in working with me on this design. Having a fresh view at something is often the best way to get past blockades." - Bruno Faidutti ()

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  16. 26. Sept.

    "When I find myself spinning my wheels on one project, I shift my focus to another one. I often find a solution for Game A while working on Game B." - Sen-Foong Lim ()

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  17. 25. Sept.

    "When I am stuck on a problem I try to actively target the incubation period by writing a poem about it! This helps me to look at the problem from a new angle..to make breakthroughs in creativity." - Sam Illingworth ()

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  18. 24. Sept.

    "When I am stuck, I generally try to figure out what the key hook of the game is – and re-focus on that core facet of the game. If I can’t identify that hook, then the game is probably a non-starter." - Adam Porter ()

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  19. 23. Sept.

    This week on the Design 100 we ask our designers: "What do you do when you hit a problem with a design, and don’t know how to move forward? Do you have a regular fix that you try, or a strategy to find a solution?"

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  20. 20. Sept.

    "My board game superpower is “generating content”. You give me the design space, I’ll come up with 200 simple-yet-compelling player powers or action cards..Then, of course, they still need to be polished and balanced." - Peter C. Hayward ()

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Das Laden scheint etwas zu dauern.

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