How are puzzle games designed? Teddy Lee

Teddy Lee (maker of My First First Quantum Translocater and other popular Flash games) gives us his take on puzzle game design.

 
How are puzzle games designed? Dave Hall

In this puzzle game design interview, Dave Hall from Toxic Games tells Dev.Mag how they designed the puzzles for Q.U.B.E.

 
How are puzzle games designed? Ted Lauterbach

Ted Lauterbach, creator of the eerie puzzle game, suteF, answers our questions about puzzle game design.

 
How are puzzle games designed? Guy Lima

Dev.Mag talks to Guy Lima, one of the founders of Ragtime Games, on how he and his team designed the puzzles for Continuity, the sliding-tile platform puzzler.

 
How are puzzle games designed? Rob Jagnow

As part of our series of interviews on puzzle game design, we asked Rob Jagnow about his approach. Jagnow is the founder of Lazy 8 Studios, and the designer behind Cogs, the steampunk-themed sliding-tile puzzle game.

Jacking up

 Posted by Nandrew on 27 August 2009  Interviews  No Responses »  Tagged with: , , ,
Aug 272009
 
Jacking up

Save Jack was one of last year’s honorable mentions in Microsoft’s annual DreamBuildPlay game development competition, made by a pair of South African devs with a penchant for interesting ideas and a desire to put them into action. We decided that it would be a good idea to interview these good folks for their take [...]

Jul 202009
 
Painting a pretty picture

Polynomial‘s been getting around lately, with its beautiful fractal landscapes (in three dee!) attracting a lot of attention and even more awe-struck gaping. We accosted the game’s creator, Dmytry Lavrov, for a chat about its creation.

Playing with Clay

 Posted by Nandrew on 9 July 2009  Interviews  No Responses »  Tagged with: , ,
Jul 092009
 
Playing with Clay

Blazing in at the IGF and leaving a clay-ridden trail of aliens, shotguns and grumpy farmers, Cletus Clay is shaping up to be one of the most interesting indie offerings around, not least because it uses a game world built entirely of plasticine models.

Zero Budget Indie Marketing Guide

 Posted by Nandrew on 16 June 2009  Marketing  5 Responses »  Tagged with: ,
Jun 162009
 
Zero Budget Indie Marketing Guide

Today’s game market is, by all accounts, saturated. There’s simply not enough time for people to play everything that’s on offer out there, even if everybody dedicated their lives to hunting out – and playing through – as many titles as humanly possible.

TIGSource

 Posted by tr00jg on 11 June 2009  Websites  No Responses »  Tagged with: ,
Jun 112009
 
TIGSource

In the past few years indie game development has really been taken to the next level. Yet, while there are hordes of sites with interesting news about indie games, nothing quite beats TIGSource. Mostly because of the pie, though.

In Casual We Trust

 Posted by Dev.Mag on 1 June 2009  Marketing  No Responses »  Tagged with: ,
Jun 012009
 
In Casual We Trust

This article originally appeared in Dev.Mag Issue 16, released in August 2007. Put yourself in this situation: you’re an enthusiastic gamer, you’ve played your fair share of the latest releases, you humbly proclaim yourself supreme overlord of Counter-Strike, and you regularly peruse your copy of the latest ‘zines. For all intents and purposes, some may [...]

May 132009
 
Not so Glum

To accompany our review of the game, we sat down with Glum Buster’s sole creator, Justin Leingang, for a discussion about the game and its intriguing sales model. Q. Firstly, tell us about yourself. JL. My name is Justin Leingang. During the daytime, I work in the commercial video games industry. During the nighttime, I [...]

May 092009
 
Multiwinia - The Interview

This article originally appeared in Dev.Mag Issue 26, released in October 2008. After playing the preview code of Multiwinia, Dev.Mag went to have with a chat with Mark Morris, MD of Introversion.

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