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Dan Felder's Blog

 
The depths of game design, where the cautious dare not tread.
 

Member Blogs

Posted by Dan Felder on Tue, 07 Jul 2015 01:37:00 EDT in Design, Serious, Indie
Design 101 is back! Today we talk about the core concept behind keeping players engaged.


Posted by Dan Felder on Fri, 29 May 2015 03:03:00 EDT in Design, Production, Indie
How one simple structure supports thousands of excellent games.


Posted by Dan Felder on Thu, 21 May 2015 02:10:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
It's one of the most controversial topics in game design, and it's all a big misunderstanding.


Posted by Dan Felder on Fri, 24 Apr 2015 01:43:00 EDT in Design, Indie
The words "post-mortem" have never been so appropriate.


Posted by Dan Felder on Mon, 13 Apr 2015 12:16:00 EDT in Design, Production, Serious, Indie
“When a man does not know what harbor he is making for, no wind is the right wind.” -Seneca


Posted by Dan Felder on Tue, 07 Apr 2015 01:07:00 EDT in Design, Indie
Can you make a bad game good?



Dan Felder's Comments

Comment In: [Blog - 06/30/2015 - 01:28]

I think that Journey is ...

I think that Journey is a little more than an experience r n r nStories are experiences. They are the experiences of people, real or imagined. When a story is recounted, it 's story telling. When a story is lived, it 's story living. When the girl from Wild goes ...

Comment In: [News - 06/22/2015 - 06:39]

I 'm a huge fan ...

I 'm a huge fan of artistic games, story games, atmospheric games and so on. This game should have been perfect for me, but I found the presentation of it repellent. The trailer seemed overwrought and uninteresting. The limitation of the character interaction seemed like the kind of thing that ...

Comment In: [Blog - 06/05/2015 - 01:14]

Tomi, how exactly would a ...

Tomi, how exactly would a few japanes people harm the culture of August Wilson 's famous african american play Fences Surely you can work a few japanese characters in. r n r nRepresentation of more diverse ethnicities in games is a crucial point. However, there would indeed be a cost ...

Comment In: [Blog - 06/02/2015 - 01:30]

I agree. However, I think ...

I agree. However, I think it might be a less clear way of communicating an important thing. As a lot of other people don 't just ask you, why did you design it this way A lot of times, people strongly disagree with your ideas for reasons that betray a ...

Comment In: [News - 05/08/2015 - 02:29]

Several excellent insights in how ...

Several excellent insights in how to execute on important principles. Well worth the watch for those working on competitive titles.

Comment In: [Blog - 05/05/2015 - 01:22]

Oddly enough, the puzzle strike ...

Oddly enough, the puzzle strike example held up in the article actually did have a turtling problem and was solved by making the 4 gem uncounter-crashable. That 's a similar high lever fix, not like the whole game 's structure was redone.