Tag Archives: level design

How Are Puzzle Games Designed? (Conclusion)

RIDDLERS_2 Over the last month or so, Dev.Mag has published five interviews with indie developers discussing puzzle game design. In case you have missed the series, here are links to the articles:

In this article, I give you my take on the info we gathered in our five puzzle design interviews; a kind of distillation of the various ideas the designers presented. The discussion below is terse with almost no examples; to see how these ideas play out in the design of actual games, you will find the original interviews more helpful.

Continue reading

How are puzzle games designed? Teddy Lee

mfqt_banner

Teddy Lee (from Cellar Door Games) created several popular flash games, among them the platform puzzler My First Quantum Translocator (MFQT), the infamous adventure puzzle game Don’t Shit Your Pants, and recently I Have 1 Day, an adventure puzzle game with an interesting meta task-scheduling puzzle on top.

Continue reading

How are puzzle games designed? Dave Hall

qube_bannerDave Hall is one of the founders of Toxic Games, the studio that created the compelling first-person 3D platform puzzler Q.U.B.E. As part of our series of puzzle designer interviews, we asked Hall about the methods he used to design Q.U.B.E.’s puzzles.

Continue reading

How are puzzle games designed? Ted Lauterbach

banner

Ted Lauterbach is the creator of suteF, an eerie and challenging platform puzzle game. We asked how how he goes about designing puzzles as part of our investigation into puzzle design.

Continue reading

How are puzzle games designed? (Introduction)

banner

We asked five developers of interesting puzzle games how they did it: what they consider a good puzzle, what processes they follow, and how they zone in on fun and manage difficulty. We will publish these interviews in the upcoming weeks; this is just a quick introduction that sets the stage for the words of wisdom from the puzzle design experts.

Continue reading