About
About Ghost One Games
Ghost One Games began as a simple idea: create tabletop games with strong identities, elegant mechanics, and artwork that actually lives up to the potential of the medium. No compromises, no committees, no chasing trends — just focused, intentional design supported by bold visual style.
Founded with the goal of self‑publishing from day one, Ghost One Games exists so every part of the creative process — design, art, writing, and world‑building — can be shaped with clarity and purpose. Every game is built to be easy to learn, rewarding to master, and visually striking on the table.
About the Designer — D. Glenn
I’ve been designing games in one form or another since I was eleven years old, when I first discovered Dungeons & Dragons and immediately started creating my own modules, rules, and worlds. That early fascination with systems and storytelling carried me through decades of playing and tinkering with everything I could get my hands on — Steve Jackson Games, MERP, the James Bond RPG, Battletech, MechWarrior, Warhammer. I was there when Warhammer 40K first appeared and saw the beginning of the collectible card games.
Alongside gaming, I spent years pursuing comic book art, and building a portfolio of illustration and graphic design. I also studied computer programming and game development, experimenting with Unity and creating my own projects before shifting my focus back to art and tabletop design.
Across all of it, one pattern stayed constant: whenever I played a game, I immediately started redesigning it in my head — fixing rules, improving flow, tightening mechanics, and imagining how the art could elevate the experience. Eventually, I stopped imagining and started building.
About Wizard Arena
Wizard Arena began as a small side project — a simple, elegant card game originally designed for my girlfriend’s students who benefit from clear, colorful, easy‑to‑learn games. But as the mechanics developed, the project grew into something much bigger.
When it came to the theme, I leaned into the most classic, beloved corner of fantasy: wizards. Rather than trying to reinvent the wheel or build an exhausting, encyclopedic universe, Wizard Arena embraces the timeless archetypes we all know and love. From Fire and Ice to Feast and Famine, the lore and faction homelands are intentionally straightforward and instantly recognizable. By keeping the worldbuilding clean and classic, players can jump right into the action without a mountain of required reading.
The Mechanics
Mechanically, Wizard Arena draws on my love of trading card games and a desire to design a truly elegant spell system.
- Fast-Paced Gameplay: The "deck as life total" mechanic keeps the game completely self-contained with no outside components. Spells can only be cast on your own turn to keep the pace brisk and fair — no interruptions, just clean tactical choices.
- The Power Deck: This drives a tight push-your-luck structure. Interestingly, it didn't start as a nod to Blackjack at all. Early prototypes used six-sided dice, but they were too unpredictable. Switching to cards perfectly replicated that rising tension curve—critical hits at 12, and an "Overcharge" if you push too far. It wasn't until many months into playtesting that a friend remarked, "Oh, this is just like Blackjack." It was a total accident, but it became the perfect shorthand to teach new players the game in seconds.
Bridging the Gap
Wizard Arena is a streamlined, accessible take on the tactical combat found in traditional TCGs like Magic: The Gathering or Pokémon.
It’s designed to be something you can play with parents, siblings, or friends who would normally never touch a trading card game. It gives non-TCG players that same dopamine hit—the rush of casting a perfectly timed spell—without the barrier to entry. Meanwhile, veteran TCG players can enjoy it as a fast, highly tactical palette cleanser. It’s a game where both groups can play together on equal footing.
The Journey
Wizard Arena took a full year of design, six months of playtesting, and three months of rule-refining. The visuals are shaped by my background in illustration and graphic design, celebrating classic fantasy aesthetics.
As my first published game, Wizard Arena broke the ice—allowing me to work directly with a publishing company, learn the production pipeline, and self-fund a project to market. It is the foundation for everything that comes next.
© Ghost One Games — Designed and published by D. Glenn
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