DOs and DON'Ts of Honest Puzzle Game Design
An educational talk on Puzzle Game Design which I gave live on March 21 2015. Q&A starts at 58:17 The links at the end of the talk are: Designing to Reveal the Nature of the Universe - Jonathan Blow & Marc Ten Bosch • IndieCade 2011: Jonathan Blow & Marc Ten B... Attempting Deep Work - Jonathan Blow • Video A Good Puzzle Game is Hard to Build - Marsh Davies http://www.rockpapershotgun.com/2015/... Games mentioned in this talk: Braid http://braid-game.com The Witness http://the-witness.net/ Antichamber http://antichamber-game.com/ Manifold Garden (previously Relativity) http://manifold.garden Miegakure http://miegakure.com/ Portal http://store.steampowered.com/app/400/ The Swapper http://facepalmgames.com/the-swapper/ Monkey Island 2: Special Edition http://www.gog.com/game/monkey_island... Quake http://store.steampowered.com/app/2310/ DOOM http://store.steampowered.com/app/2280/ The Talos Principle http://www.croteam.com/talosprinciple/ Duet • Duet Gameplay Overview Opposition http://www.puzzlescript.net/play.html... The Bridge http://thebridgeisblackandwhite.com/

3. Structuring and Presentation - The Compass - A Course on Puzzle Game Design

What Makes a Good Puzzle?

Level Design Workshop: Solving Puzzle Design

2. Puzzle Design - The Compass - A Course on Puzzle Game Design

What is a Witness-Like?

Bob Nystrom - Is There More to Game Architecture than ECS?

1. Overall Game Design - The Compass - A Course on Puzzle Game Design

Puzzle Design Pacing | HUE - Game Design Deep Dive

"That doesn't seem to work." - An adventure game puzzle design cheat sheet @ Codemotion Rome 2018

Puzzle Game Magic Secrets

Elyot Grant - 30 Puzzle Design Lessons, Extended Director's Cut (Part 1 of 3)

Elyot Grant - 30 Puzzle Design Lessons, Extended Director's Cut (Part 3 of 3)

The Freedom Fallacy: Understanding "Player Autonomy" in Game Design

Puzzles Vs Problems: A Two-Sided Genre

Designing Classic Adventure Games - King's Quest, Myst, Monkey Island and More

Introduction to Puzzle Design

IndieCade 2011: Jonathan Blow & Marc Ten Bosch

Designing Radically Non-Linear Single Player Levels

What We Can Learn From A 2000 Year Old Puzzle

Jonathan Blow: Indie Prototyping

Stephen's Sausage Roll - The Best Puzzle Game I've Played

Lessons in Game Design, lecture by Will Wright

Elyot Grant - 30 Puzzle Design Lessons, Extended Director's Cut (Part 2 of 3)

Jonathan Blow - Truth In Game Design

How To Forward Design A Puzzle (Using The Witness As An Example)

Making Games That Stand Out and Survive

A Game Called ADOM and the Legacy of Roguelikes

