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August 24, 2016
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Dan Felder's Blog

 

Dan Felder here. I specialize in both narative design and turn-based strategy titles. I'm currently working as a designer and balance specialist on Faeria, a digital board and cardgame. I am also available for consulting work on projects, and am happy to chat about design in general.

I am also available for consulting work on projects, and am happy to chat about design in general.  

 

Podcast: Remaking Magic
Weekly podcast examining game design through the lens of Magic: the Gathering

 

Podcast: The GM's Guide
Weekly podcast applying game design principles to pen and paper RPGs. 

 

Video Series: Intelligent Design
Weekly video series, where I play incredible games and talk about what makes them so intelligently designed. Step by step analysis of how the games create their experiences, what works and why.

 

You can contact me at dan@abrakam.com, or track all my activity at danfelder.net.

 

 

Member Blogs

Posted by Dan Felder on Wed, 30 Mar 2016 07:54:00 EDT in Design, Serious, Indie
White Wizard Games gave themselves an impossible challenge. Here's how they're dealing with it.


Posted by Dan Felder on Thu, 05 Nov 2015 01:38:00 EST in Design, Production, Serious, Indie
Playtesting seems simple. Don't you just play the game and see what happens?


Posted by Dan Felder on Mon, 12 Oct 2015 02:54:00 EDT in Design, Production, Serious
What makes a broken game? How do you make a balanced one quickly and efficiently?


Posted by Dan Felder on Wed, 16 Sep 2015 04:54:00 EDT in Design, Serious, Indie
It's the dynamite of game design. A powerful tool, but if you're not careful it can blow up in your face.


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.



Dan Felder's Comments

Comment In: [News - 06/28/2016 - 04:01]

The original zelda was designed ...

The original zelda was designed to capture the experience the creator had exploring the woods near his home. r n r nIt 's looking like these design choices are directly in line with the spirit of the franchise, not the artifice of what 's come before.

Comment In: [Blog - 02/01/2016 - 12:59]

A note: Being able to ...

A note: Being able to predict the enemy doesn 't just mean understanding the AI pattern. In Dark Souls, as an example, move selection of many enemies is rather random - but is still telegraphed via a visual tell so the player can predict what 's about to happen. Point ...

Comment In: [Blog - 01/20/2016 - 01:09]

Nice breakdown. Effective and useful. ...

Nice breakdown. Effective and useful.

Comment In: [Blog - 11/06/2015 - 01:14]

It 's not even that ...

It 's not even that complicated. This card made other cards better. When this card got weaker, it affected ALL those other cards too. It 's like poisoning a resevoir. It 's going to affect the whole town. r n r nAlso, the relevant cardpool for competitive players isn 't ...

Comment In: [Blog - 11/04/2015 - 08:58]

I agree that all forms ...

I agree that all forms of difficulty aren 't necessarily beneficial. I hope everyone would. But you 're slightly missing the point with the Dark Souls analogy. The game 's difficulty is the reason why the games require skill. If you don 't have to use your skill to overcome ...

Comment In: [News - 11/02/2015 - 11:38]

My one hope here is ...

My one hope here is that this will stop the absurd candy and saga related lawsuits.