50-41: A Decade of Game Design Wisdom
2,097
Published 2023-12-18
0:00 Introduction
0:45 Work to deadlines
3:01 Value your playtesters
4:32 Theme and mechanisms inform each other
6:49 Publishers rush rulebooks
9:21 Playtesters come in many forms
12:35 Publishers are frequently poor communicators
14:53 Pitch meetings can happen anywhere
17:15 Don’t design late at night
19:36 Know your audience and what they need
21:20 A big publisher does not equal big success
All Comments (7)
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Love the video series! I thought I was going to disagree with your point about designing in the morning (I do almost all my design work late at night!) until you got to the part about not sleeping! 🙃😂
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Looking forward to every video! These life lessons are extremely valuable!
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In my experience, the most frustrating part of communicating cold via email is when you get no response, but the publisher adds you to their marketing emails.
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I think the thing about productivity in the morning is more about productivity is higher in your first few hours of being awake, regardless of what time of day that is. I've seen it put forward that its about the first 3 hours or so of your day and I tried that for a time a number of years back. It seemed to hold true. If someone is more inclined to sleeping later and staying up later, they would be less productive trying to force themselves to adapt toa different sleep cycle.
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Great point about the relation between theme and mechanism! But is there something to be said about publishers sometimes imposing a theme on your game? I've heard it's a fairly frequent practice, is it something you should keep in mind when designing theme-first?
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