Meet the Fangehull Games Team

Jonathan Hansen

Founder ~ Lead Designer

Middle school art teacher, painter of pets, published author, daydreamer, Sci-Fi junkie. From lifelong gamer to game designer, he’s putting his love for retro gaming into Fangehull’s first TTRPG: Dungeon Draw.

Ian Fogg

Co-founder ~ Tactical Designer

Ringmaster, bard, New England wanderer, avid reader, Marvel nerd. A lifelong fan of DND, CCGs and myriad RPGs, now spinning compact quests of peril and glory for heroes with short time and stout heart.

A Shared History of Gaming

Jon and Ian bring nearly 40 years of friendship, and a lifetime of gaming to Dungeon Draw. From video games to tabletop and card games, their shared passion laid the foundation for their most ambitious project yet.

The Origin

The idea began when one of Jon’s students mentioned they rarely got to play games unless a sibling joined in. Inspired by the need for a true solo experience, Jon set out to design a card game that is easy to learn, highly replayable, and consistently rewarding.

Development Journey

Jon led early prototyping, refining the core gameplay through hands-on testing and iteration. Ian contributed his deep experience with collectible card games, helping shape the base deck and expansions with advanced mechanics and cunning gameplay.

Playtesting & Evolution

Together, they developed multiple beta decks and showcased them for public playtesting. Feedback drove continuous improvement; cards were adjusted, replaced, and expanded as the game continues to evolve.

Looking Ahead

What started as a solution for solo play has grown into something much larger; a dynamic, expandable card game built to leave a lasting mark on a new generation of players.

Games That Made Us

There has been no end to gaming in both of our lives, from very early childhood consoles (Atari 2600) and computers (Commodore 64), tabletop, card games, and more. Here are a few that we hold near and dear to our hearts, and perhaps have influenced how we approached the creation of Dungeon Draw...

 

Diablo, Skyrim, Baldur's Gate, Resident Evil, Final Fantasy, Fallout, Red Dead Redemption, Moon Patrol, Final Fight, Monkey Island, Teris, Zelda, Castlevania, Street Fighter 2, Demeo, Hearthstone, Magic: The Gathering, Uno, Mancala, D&D, Unstable Unicorns, Settlers of Catan, Small World, Betrayal at House on the Hill, Fireball Island, Pictionary, Tokaido, Tsuro, Dungeon!, Hearts, Spades, Euchre, Saboteur, Red7, Parade

A Statement About the Artwork

Dungeon Draw is the result of hundreds of hours of human work: designing mechanics, writing, testing, creating layouts and icons, revising, and building a game we genuinely love. Every rule, interaction, and moment of tension at the table has been shaped by hands-on creative effort at Fangehull Games.

We are firm believers in the arts and in the irreplaceable value of human artists. As a small, two-person studio working in a digital space and drawing inspiration from old-school 90s video games, we faced real limitations during our prototyping phase. To bring Dungeon Draw into the world in a timely and responsible way, we chose to use Adobe Firefly, an AI tool developed with ethical training practices as a means of visual exploration and iteration, not as a replacement for human creativity. Our use of AI has been a practical tool for prototyping and early production, allowing us to focus our limited resources on gameplay, balance, and player experience while establishing the look and feel of the game. It reflects where we are right now, not where we ultimately want to end up.

Looking ahead, we would love to collaborate with human artists for future expansions, alternate editions, and new content as the project grows. Supporting artists and bringing more human voices into the world of Dungeon Draw is something we value deeply, and we see this game as a foundation for those future creative partnerships. Thank you for supporting an independent studio, a labor of love, and a game built with care, intention, and respect for the creative community.