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 firstname.lastname@example.org">email@example.com, or track all my activity at danfelder.net.
How Super Mario Run makes you forget you're playing a mobile game.
White Wizard Games gave themselves an impossible challenge. Here's how they're dealing with it.
Playtesting seems simple. Don't you just play the game and see what happens?
What makes a broken game? How do you make a balanced one quickly and efficiently?
It's the dynamite of game design. A powerful tool, but if you're not careful it can blow up in your face.
Design 101 is back! Today we talk about the core concept behind keeping players engaged.
[Blog - 12/15/2016 - 03:04]
The multiple coin placements and ...
The multiple coin placements and toad rally are designed to get you playing enough to be addicted. You spend so much time completing the coin challenges on those levels and wanting more rally tickets that it increases your perception of the value of 5 more full worlds. This is questionable, ...
[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.
[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 ...
[Blog - 01/20/2016 - 01:09]
[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 ...
[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 ...