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Thinking of presenting about how not to do game design at as a list of anti-patterns that I have found over the years in my own not-publishing games. Near the top of that list would be all of the not-terribly-helpful advice I've gotten through books and the like, and how to connect with your goals of game design rather than trying to suss out the market and work in the gaming industry.

Will see if I can flesh out the idea more to create an abstract.

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Definitely one of those "am I qualified enough to talk about this" areas, but fuck it - I can talk a lot about what hasn't worked for me and what has, even without an extensive portfolio of game designs and name recognition like the luminaries in the field.

"Mistakes: It could be that the purpose of your life is only to serve as a warning to others."

despair.com/products/mistakes?

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