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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 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?


Posted by Dan Felder on Sat, 30 Aug 2014 02:41:00 EDT in Business/Marketing, Design, Indie
Whether looking to improve, looking to hire or looking for team members - there's at least one big thing that sets amateur designers apart.


Posted by Dan Felder on Fri, 20 Jun 2014 06:53:00 EDT in Business/Marketing, Serious, Social/Online
Games can't make you exercise, but they can make you kill people



Dan Felder's Comments

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.

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

Definitely. We 're caught in ...

Definitely. We 're caught in a clarification loop. In any case, I appreciate the time spent in the discussion. Have a great day.

Comment In: [Blog - 04/24/2015 - 04:05]

This comes down to the ...

This comes down to the demonstrable psychology famously characterized my Mark Twain and later demonstrated through experiments. r n r n There are wealthy gentlemen in England who drive four-horse passenger-coaches twenty or thirty miles on a daily line, in the summer, because the privilege costs them considerable money but ...

Comment In: [Blog - 04/23/2015 - 04:33]

Dying in a game disrupts ...

Dying in a game disrupts my narrative experience slightly, but so does seeing credits at the opening of a movie - or pausing a movie for that matter. r n r nWhile I do strongly agree that games which take advantage of increasing immersion through game mechanics by taking advantage ...

Comment In: [Blog - 04/10/2015 - 01:52]

When the flavor calls for ...

When the flavor calls for bad mechanics, sometimes it makes sense to match the flavor to the mechanics instead. While space combat being 2D might seriously mess with the fantasy, lots of other combat feels perfectly natural as 2D.