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Tag: game design

Overthinking Critical Damage

Posted on June 22, 2024June 23, 2024 by danielzklein

What if you thought about critical damage but like, too much? What would it mean to think about critical damage more than 100%? Wait, no.

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Tom Cadwell’s Antipatterns

Posted on May 7, 2024June 23, 2024 by danielzklein

Tom Cadwell once posted a few anti-patterns on the League forums: things designers should avoid. In this article, I add 4k words and little of substance to the conversation.

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Direct Player Communication: A Case Study

Posted on May 1, 2024March 17, 2025 by danielzklein

Originally the intro to the Tom Cadwell’s Anti-Patterns post, this is now about the context around communicating directly with your playerbase and I guess a little bit about who Tom is and why you should care what he says about design.

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Standard Excessively Verbose Disclaimer

Posted on April 23, 2024March 17, 2025 by danielzklein

As an anxious wreck, I must wrap all my opinions and proclamations in a dense thick cocoon of disclaimers. This got tiresome to do in every article, so I modularized it. Consider this a function I can call whenever I need to say “no but really I don’t mean all design”.

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How? What? Why?

Posted on March 28, 2024March 17, 2025 by danielzklein

We can think of game design at three levels of abstraction: how, what, and why. Game Design courses tend to mostly cover the how. Why?

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A Quick Portfolio

Posted on March 26, 2024March 28, 2024 by danielzklein

Sometimes prospective employers want to see a portfolio, so here is that thing. I don’t believe in portfolios for game designers, but I’m outvoted.

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What isn’t a framework

Posted on March 25, 2024March 28, 2024 by danielzklein

Let’s quickly talk about what I mean when I say framework, why it’s not a small engine and why I’m also not super interested in big, all-encompassing theories of fun.

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Fun vs Optimal

Posted on March 4, 2024March 28, 2024 by danielzklein

Sometimes competitive games ask you to do things that aren’t fun in order to win and make the things that are fun sub-optimal. Why is this and what can we do about it? And why aren’t you pushing the payload?

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