Daniel JohnsenDJ

Daniel JohnsenFounder & CCO, Rapidfire Games

Ibuildworlds worthgettinglostin.

Sixteen years in games. Forty shipped titles and three billion installs across them. Dungeons, heroes, and legendary loot, designed to be explored.

Portrait of Daniel Johnsen
Made in
Denmark

Hello, I'm Daniel.

A digital designer from Denmark who has spent a career turning ideas into games people keep playing. I started in 3D, moved into Tech Art and Game Design before leading studios as Creative Lead and co-founded Rapidfire Games. But do not worry, I still open Photoshop and Unity most days.

Worlds packed with intriguing events, enemies with exciting abilities, and thrilling legendary loot.

I love building systems that stay interesting after the hundredth playthrough, art that tells a story, and building teams that ship.

0Years in games
0Titles shipped
0Total installs

Now

Rapidfire Games

The mobile studio I co-founded with a bunch of game-loving veterans. We make free-to-play strategy games with deep systems, built by a small team in Denmark. Dream. Play. Master.

Backpack Brawl key art: an elf archer and an armored warrior face off above a fantasy city
Live · iOS and Android · 1M+ installs

Backpack Brawl

A 1v1 inventory auto-battler. Buy, craft, and merge items, then place them in your bag so they feed each other. Every hero plays differently, and every match is against a real opponent with the same chances as you.

Prototyping

From nothing to live, in six steps.

Every game I have shipped went through the same loop. Start small, find the fun early, and keep the game alive long after launch.

  1. 01Spark“Inspiration can come from anywhere.”One sentence, one reference, one hook. If the pitch does not excite the team in a minute, it goes back in the drawer.
  2. 02Grey-box“An idea is worthless without execution.”A playable build on the phone within days. Boxes and placeholder art. Only the core loop matters here.
  3. 03Find the fun“First make it exist, then make it good.”Playtest, cut, and tune. Most prototypes stop here. The ones that survive have a loop people come back to.
  4. 04Vertical slice“Build something and keep improving.”Art direction, the meta game, and the first economy. One polished piece that shows what the finished game is.
  5. 05Soft launch“UA is the real barrier to entry.”Test markets, real players, real numbers. Retention and monetisation decide when the game is ready for the world.
  6. 06Live ops“50% of the development happens after release.”Events, seasons, balance passes, and new content. Launch is the start. The game grows with its players.

UnityThree.jsReact NativeExpoCapacitor

Personal work

Dungeons

Four dungeons designed as a tribute to World of Warcraft Forever. 30 boss fights, 19 quests, and every map is an interactive design document.

Item design

The Loot

Two item design sets. New drops, new reasons to roll need. Or roll your own with the item generator.

Process

Find the gap, then fill it.

The dungeons did not start as maps. They started as a spreadsheet: where are the empty level bands, and which slots does every class still need?

Planning sheet: every Classic dungeon plotted by monster level, with candidate dungeon spots marked on the world map
01
The level spread

Every Classic dungeon plotted by monster level, and every zone marked with candidate spots. The empty bands are where the new dungeons go.

Loot planning grid: weapon types and armor slots with a marker for each planned drop
02
The loot grid

Each boss table planned slot by slot and weapon by weapon, so no class leaves a raid without a reason to come back.

Let's nerd out.

Studios, publishers, press, and fellow world builders: my inbox is open.