
One of my favorite QGCon talks, which I've returned to several times over the years, is Ida Toft & Sabine Harrer's Design Bleed Methedology (Old canonical link, currently offline.)
The technique uses experiences original to the LARP community to empower marginalized developers.
The goal is to create "designs that radically prioritize developers' unconventional preferences and knowledge over, for instance, mainstream game culture's notions of 'real games' or 'good games'".
My big takeaways are:
For me, this not only has helped me to center my own tastes and needs in my own design work but also to better understand games that others in my community value.
This is, IMO, QGCon is at it's best ~~ leveraging academic-adjacent insights to magnify the work of people far outside the realm of academia
📃 These are templates I use when working on my own games.
🎓 I put them together some time ago, but since then my process has improved a lot so I decided to revise them. The collection reflects my current workflow as of Yurivania 3.
📁 The collection is free and I've filled them out with info for a fake game to give you an idea of how they work.
🦐 I'm a solo dev, so expect these to be appropriate for very small teams!
➡ Check 'em out if you wanna! Game Dev Docs
If they don't leave you enough treats, you can tie knots in their hair when they sleep~~