Dan Felder here. I specialize in both narative design and turn-based strategy titles. I previously worked for Fantasy Flight Games and Abrakam Entertainment, most notably on Faeria. I've recently been hired as a game designer for Blizzard, working on Hearthstone.
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. Feel free to chat with me about design or connect on my linkedin.
My father enjoys classical music, stage-theater, and HBO. Here's how I got him into gaming.
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.
[Blog - 12/19/2016 - 10:47]
Didn 't see this comment. ...
Didn 't see this comment. It 's 8 months too late now, but if anyone 's reading this in the future - I 'm always happy to see my ideas spread around. Feel free to translate, repost, anything you want as long as you credit me with the original work.
[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 ...