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.

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.

Speaking about Spelunky

 Posted by tr00jg on 2 April 2009  Interviews  2 Responses »  Tagged with: , ,
Apr 022009
 
Speaking about Spelunky

We’ve accosted indie developer Derek Yu, creator of Aquaria – which we covered extensively in the past – for a chat on his new creation, Spelunky, a unique blend of the replayability of roguelikes and the immediacy of platformers. All this goes well together with our review on the game this month too.

Mar 282009
 
Swimming with Bit Blot

This article originally appeared in Dev.Mag Issue 19, released in December 2007. Bit-Blot, comprising of indie developers Alec Holowka and Derek Yu, is the force responsible for the IGF Grand Prize winning game, Aquaria, which was released on 7 December 2007. We chat them up and ask them about their exploits and their future prospects. [...]

Mar 282009
 
A Day to Remember

This article originally appeared in Dev.Mag Issue 22, released in June 2008. Q. Mind telling us a little about yourself? Danny. My name is Danny Day. I’m 27 years old. I own QCF Design, an independent game development studio. I run Game.Dev, a non-profit community of South African game developers. I’ve lectured on games at [...]

© 2012 devmag.org.za Suffusion theme by Sayontan Sinha