I'm sat in the conservatory of Dan's parents house in Maidenhead as he recounts this tale of pressure and stress to me. The sun squeezes and bullies its way through the blinds as we chat with the doors wide open to keep us cool. The birds twitter in the lush, well maintained garden as we talk, and we stop occasionally to shoo out a bluebottle who zips robotically around the microphone, keen to be a second guest on the podcast.
The more success you attain, the greater the pressure; Dan has had a very successful early career since earning a BAFTA Breakthrough Brit award at the age of 19 back in 2013. His game Castles In The Sky was BAFTA nominated and he has since gone on to produce Ten Second Ninja.
We consider his career so far, in between discussing our fascination with open world game systems. Dan seems simultaneously pleased and dissatisfied with his progress. It's clear that high standards are important to him, and this was part of the rationale behind making Ten Second Ninja's sequel, Ten Second Ninja X.
Ten Second Ninja was a vehicle for expanding and testing Dan's coding and design abilities. Essentially, he wanted to make the sort of game he wouldn't usually enjoy playing, to see if he could do it. Following the game's release, he keenly soaked up and accepted the criticisms of the game from press, much of which he agreed with. Armed with this information, he created Ten Second Ninja X, a game he says he genuinely enjoys playing.
Now, as he works under the banner of Four Circle Interactive on a new, as yet unannounced title, he seeks to test himself once more, taking on further challenges and greater responsibility with a new game which sounds like it will push a few boundaries. But he won't fully launch into that before releasing Ten Second Ninja X first; one thing at a time. Having had what he calls his "Whiplash moment", referring to a similar occurrence in the film, he is keen not to repeat the situation in the future, and has realised the importance of putting physical and mental health first.