Puzzle Game Design

Although puzzle games aren’t known to tax gamers in the same way as, say, fighting a boss in dark souls, puzzle design and structure presents a unique consideration for. This video explores the art of puzzle design, and how game designers explore ideas and themes using both puzzles and problems. Puzzle design is often viewed. See more ideas about game design, game ui design, game ui. There are many different types of game mechanics that you can use in your puzzle game design. The four most common ones include: This is probably the most. The advantage of the lock and key design is that it allows you to craft unique puzzles at every step of your game.

Puzzle design is often viewed. See more ideas about game design, game ui design, game ui. There are many different types of game mechanics that you can use in your puzzle game design. The four most common ones include: This is probably the most. The advantage of the lock and key design is that it allows you to craft unique puzzles at every step of your game. A good rule to follow: If the player isn’t going to use that mechanic within the next 5 levels, don’t bother showing it to them. Save it for later. Avoid getting familiar with your own.

This video explores the art of puzzle design, and how game designers explore ideas and themes using both puzzles and problems. Puzzle design is often viewed. See more ideas about game design, game ui design, game ui. There are many different types of game mechanics that you can use in your puzzle game design. The four most common ones include: This is probably the most. The advantage of the lock and key design is that it allows you to craft unique puzzles at every step of your game. A good rule to follow: If the player isn’t going to use that mechanic within the next 5 levels, don’t bother showing it to them.

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Games, Design puzzle, Game design

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https://blackbox.app.link/bES8qjeodB | Puzzle game app, Game design

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Puzzle Game Title Image on Behance | Game title, Puzzle game, Game design

Celeste Schulte: Puzzle Game Design


Celeste Schulte: Puzzle Game Design

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Image result for min puzzle game | Puzzel games, Game design, Retro

Pin by вася михайлюк on Grid Games | Game design, Grid game, Puzzle game


Pin by вася михайлюк on Grid Games | Game design, Grid game, Puzzle game

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Under a Spell - Word Puzzle on Behance in 2020 | Game design, Under a

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IMG_0232 | Design puzzle, Game inspiration, Tutorial

MOBILE PUZZLE GAME UI DESIGN on Behance


MOBILE PUZZLE GAME UI DESIGN on Behance

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Puzzle game design 2484792 Vector Art at Vecteezy

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155Pcs Kids Wooden Toy Pattern Blocks Set,Wood Geometry Shape Jigsaw

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Puzzle game design. Vector | Premium Download

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Puzzle game design Royalty Free Vector Image - VectorStock

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puzzle game concept on Behance | Game concept, Game design, Concept

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Match 3 IOS game puzzle elements PSD | Ios games, Puzzle game, Games

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Game Puzzle Vector Icon Design Illustration Stock Vector - Illustration

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Block Puzzle 1010! Puzzle Game 2019

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https://blackbox.app.link/mN014xzUAR | Puzzle game app, Game design

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51 best Puzzle game screen images on Pinterest | Puzzle games, Puzzles

Video Gallery For Puzzle Game Design

What Makes a Good Puzzle



Puzzles can be one of the most complex things in game design. In this video, I break down some great conundrums from favourite games, and share some knowledge from sharp puzzle designers, to find out what makes a good puzzle.

Support Game Maker's Toolkit on Patreon - patreon.com/GameMakersToolkit

Have Mark talk at your studio, university, or event - gamemakerstoolkit.tumblr.com

Further Reading / Viewing

Level Design Workshop: Solving Puzzle Design | GDC
youtube.com/watch?v=0xBJwrm9C8w

A Good Puzzle Game Is Hard To Build | Rock, Paper, Shotun
rockpapershotgun.com/2015/01/22/how-to-make-a-puzzle-game/

Games shown in this episode (in order of appearance)

Snakebird (Noumenon Games, 2015)
Braid (Number None, 2008)
Portal (Valve Corporation, 2007)
Stephen's Sausage Roll (increpare games, 2016)
Induction (Bryan Gale, 2016)
Yono and the Celestial Elephants (Neckbolt, 2017)
The Talos Principle (Croteam, 2014)
Cosmic Express (Draknek, 2017)
Deus Ex GO (Square Enix Montreal, 2016)
Pipe Push Paradise (Corey Martin, 2018)
Inside (Playdead, 2016)
Lara Croft GO (Square Enix Montreal, 2015)
The Swapper (Facepalm Games, 2013)
Portal 2 (Valve Corporation, 2011)
The Misadventures of P.B. Winterbottom (The Odd Gentlemen, 2010)
The Legend of Zelda: Skyward Sword (Nintendo, 2011)
Hue (Fiddlesticks Games, 2016)
The Turing Test (Bulkhead Interactive, 2016)
Black the Fall (Sand Sailor Studio, 2017)
Rise of the Tomb Raider (Crystal Dynamics, 2015)
Uncharted 4: A Thief's End (Naughty Dog, 2016)
Ittle Dew 2 (Ludosity AB, 2016)
Agatha Christie - The ABC Murders (Artefacts Studio, 2016)

Music used in this episode

Snakebird OST
k. Part 2 - 01 untitled 1, animeistrash

Contribute translated subtitles - amara.org/v/C3BEg/

The Art of Puzzle Design | How Game Designers Explore Ideas and Themes with Puzzles and Problems



This Video Explores the Art of Puzzle Design, and how game designers explore ideas and themes using both puzzles and problems. Puzzle design is often viewed as an arcane art only a few are privy to, but in this essay, we explore the many design philosophies creators have employed to manufacture them. What we find is there are as many ways to make a puzzle as there are puzzles themselves, and this pluralism feeds into what the purpose of puzzles have been and are in our society today.

Support the Channel on Patreon for Additional content
patreon.com/gameoveranalyser

We explore games as varied as The Witness, braid, Baba is You, Infinifactory, Stephens sausage roll and fez to support the idea that puzzle are ultimately the aesthetic form of thought itself.

Sources

Books
- The Puzzle Instinct Marcel Danesi
- Bob Bates -On game design
- Infinite Powers Steven Strogatz
- Is God a programmer? Geoff Simons

Videos

-Gdc talk Solving Puzzle Design Jolie Menzel
youtube.com/watch?v=0xBJwrm9C8w

- Empuzzlement Blow, droquen, Ten Bosche
youtube.com/watch?v=Ul_ZfzfHRek

-Designing to reveal the nature of the universe
youtube.com/watch?v=OGSeLSmOALU

-The Arcane art of puzzle dependency diagrams
gdcvault.com/play/1017978/The-Arcane-Art-of-Puzzle

-Open ended puzzle design at zachtronics
youtube.com/watch?v=U4uH1ynH3Rs

- Breaking Conventions with the legend of zelda
youtube.com/watch?v=QyMsF31NdNc&t=10s

-Making Baba is you
youtube.com/watch?v=8eTFea_UZcc

-Bob Bates Designing the puzzle
lucasstyle.com/tutorials/Designing_The_Puzzle.pdf

- A look back at fezs Black Monolith
kotaku.com/a-look-back-at-fezs-unsolvable-black-monolith-puzzle-1794358854

- Designing Baba is yous rule wrtiing system
gamasutra.com/view/news/342113/Designing_Baba_is_Yous_delightfully_innovative_rulewriting_system.php

-How to make a good puzzle
gamasutra.com/blogs/TomHermans/20180829/325469/How_to_make_a_good_puzzle__An_explorable_explanation.php

Gdc hearts and minds
youtube.com/watch?v=CrO5IGoPgcw

How to Design a Puzzle Game In 5 Steps



Designing puzzles for video games can be quite a challenge when you don't know how to best go about it. In this quick crash course you'll learn a reliable 5 step process for coming up with absolutely outstanding logic puzzles in no time at all. Hope you find it useful. :)

Get my games on Steam:
Will You Snail: store.steampowered.com/app/1115050/Will_You_Snail/
ISLANDERS: store.steampowered.com/app/1046030/ISLANDERS/

Join our creative community on Discord: discord.gg/Ye6zzfQ

Thanks for watching. :)

How Jonathan Blow Designs a Puzzle



For Jonathan Blow, a puzzle is never just a puzzle - it's a communication from the designer to the player about the game's universe. In this episode, I share the philosophy and design process of the brains behind Braid and The Witness.

Support Game Maker's Toolkit on Patreon - patreon.com/GameMakersToolkit

More on Blow's philosophy:

IndieCade: "Jonathan Blow & Marc Ten Bosch - Designing to Reveal the Nature of the Universe"
youtube.com/watch?v=OGSeLSmOALU

IndieCade: "Jonathan Blow, Marc Ten Bosch & Droqen - Empuzzlement"
youtube.com/watch?v=Ul_ZfzfHRek

Shivmoo: "Game City Jonathan Blow Braid Talk"
youtube.com/watch?v=gwsi7TEQxKc&feature=youtu.be

A MAZE: "Berlin 2014 - Masterclass with Jonathan Blow"
youtube.com/watch?v=3LDJt9zS8ko

Gamasutra: "Jonathan Blow: The Path to Braid"
gamasutra.com/view/feature/132180/jonathan_blow_the_path_to_braid.php

Gamasutra: "The Witness: Modeling epiphany"
gamasutra.com/view/news/218953/The_Witness_Modeling_epiphany.php

GrabItMagazine: "How To Design Deep Games with Jonathan Blow"
youtube.com/watch?v=d0m0jIzJfiQ&feature=youtu.be

GameSpot: "Break Room Interviews: Jonathan Blow"
youtube.com/watch?v=6OV2rYM6mRo&feature=youtu.be

GDC Vault: "Jonathan Blow - Truth in Game Design"
gdcvault.com/play/1014982/Truth-in-Game

Games shown in this episode (in order of appearance):

Braid (Number None, 2008)
The Witness (Thekla, Inc, 2016)
Oracle Billiards (Jonathan Blow, Unreleased)
Galstaff (Jonathan Blow, Unreleased)

Music used in this episode:

Greenhouse (The Swapper, Carlo Castellano)
Adventure (Fez, Disasterpeace)
Flower Girl (Gravity Ghost, Ben Prunty)
Terraforming (Gravity Ghost, Ben Prunty)
I just like to sleep under the stars (Gravity Ghost, Ben Prunty)

Other credits:

Simon Carless: "IGS 2007: Jon Blow - 'Indie Prototyping, Braid, & Making Innovative Games'"
youtube.com/watch?v=p4903fcskqY

JustJack: "Oracle Billiards Game"
youtube.com/watch?v=kKl8CM1Cft4

tvdays: "1980 RUBIKS CUBE IDEAL TOYS"
youtube.com/watch?v=AxU7e0qHk4o

Contribute translated subtitles - amara.org/v/C3BFd/

Puzzle Game Magic Secrets



In this 2019 GDC session, My Dog Zorro’s Brett Taylor approaches the art and science of puzzle game design through the unstoppably cool lens of human cognition.

Register for GDC 2022, in-person in San Francisco, March 21-25, 2022: gdconf.com/passes-prices/?_mc=blog_x_gdcsfr_un_x_gdcsf_x_x-1

Join the GDC mailing list: gdconf.com/subscribe

Follow GDC on Twitter: twitter.com/Official_GDC

GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

How These Puzzles Deceive You



Updates on the next video over on Twitter: bit.ly/3wGQ1TR

There are plenty of ways you can design a good puzzle level in your game, but in this video I'm going to talk only about the best kind of puzzle design.. the DECIEVING one. I'm sure most of you have no idea what I'm talking about but a lot of popular games like Inside, Baba is You and even Portal utilize this design without you even noticing so that's why I'm going to analyze the way these games implemented it and also show you how I did it in my game Concerned Joe, the Move or Die precursor that never got released.

Relevant Links
----------------------------------
Patreon: bit.ly/2SwPWDB
Discord: bit.ly/3wI5ovB

Useful Resources
----------------------------------
Johnatan Blow's talk about puzzle design : youtu.be/UwBl7Rnkt78

Video Contents
----------------------------------
0:00 Intro
0:35 The Design of Misleading Puzzles
2:52 Double Take Puzzle Design
6:16 Examples
10:26 Design Breakdown

Level Design Workshop: Solving Puzzle Design



In this 2016 GDC talk, Ubisoft's Jolie Menzel explains what a puzzle is in the level design space, and explores techniques to create and refine puzzles that will elevate the player's experience in a given level.

Register for GDC: ubm.io/2gk5KTU

Join the GDC mailing list: gdconf.com/subscribe

Follow GDC on Twitter: twitter.com/Official_GDC

GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

How Games Challenge Us - Empathy and Intuition in Puzzle Design - Extra Credits



How can we use empathy, intuition, and other types of design vectors to create interesting gameplay besides the most popular mechanics--which are based in reflex and logic challenges?
History of Virtual Reality, part 1: youtube.com/watch?v=bWIyzoqG-1Q brought to you thanks to Oculus Rift: bit.ly/2vJIFRZ

Subscribe to Extra Credits for more episodes every Wednesday! bit.ly/SubToEC
Get info about all our shows at becausegamesmatter.com

___________

Get your Extra Credits gear at the store! bit.ly/ExtraStore

Thanks for participating in this week's discussion! We want you to be aware of our community posting guidelines so that we can have high-quality conversations: goo.gl/HkzwQh

Contribute community subtitles to Extra Credits: youtube.com/timedtext_cs_panel?c=UCCODtTcd5M1JavPCOr_Uydg&tab=2

Talk to us on Twitter (@ExtraCreditz): bit.ly/ECTweet
Follow us on Facebook: bit.ly/ECFBPage
Get our list of recommended games on Steam: bit.ly/ECCurator
___________

Would you like James to speak at your school or organization? For info, contact us at: james-portnow.com
___________

♪ Intro Music: "Penguin Cap" by CarboHydroM
bit.ly/1eIHTDS

♪ Outro Music: “Strange Rock in the Heavens”
By: PRYZM
ocremix.org/remix/OCR02511

How To Build A Logic Puzzle



Building on what we've learned about mazes ( youtu.be/WShnM3lPxhk), let's take a look at how to design logic puzzles!
What is a logic puzzle?
A logic puzzle is a puzzle that requires rational calculation to solve – whether using inductive, abductive, deductive, or other type of reasoning. That is, to solve a logic puzzle, the player must be able to hold the puzzle as a system in their head in order to think a few steps ahead of their current situation, looking at both the individual parts of the puzzle and the puzzle as a whole, in order to both make and test hypotheses about how to solve it.
Basically, a logic puzzle challenges the player’s mind.

In this video, I show you how to build a logic puzzle and offer 3 techniques for designing logic puzzles:
1. Make the player hold lot of things in their heads at once to solve some aspects of the puzzle.
2. Make the player hold things in their head for varying timeframes. Some challenges should be immediate and some should be spread out over the duration of the puzzle. Vary the timeframe of your logical challenges.
3. Make the player hold different things in their heads at once. Players want to put things in linear order. So, interleave the aspects of your puzzle to challenge your player’s mind to be able to think about multiple things across different time frames, some immediate, some spaced out across longer periods of time, and some in between.

Check it out!

Also, here's the link to the video "How To Make A Player Stop and Think," which I mention in the video and promised to share: youtu.be/EOvqVXkN5rk

Puzzle Solving... or Problem Solving



Most puzzle games are about discovering the one, designer-intended answer to a conundrum. Let's look at a different take on the puzzle genre, which takes inspiration from real-world problem solving.

Support Game Maker's Toolkit on Patreon - patreon.com/GameMakersToolkit

Sources

Play Zach's games
zachtronics.com

Gamasutra: "New educational video game used in schools"
gamasutra.com/view/pressreleases/154246/New_educational_video_game_used_in_schools.php

Gamasutra: "Postmortem: Zachtronics Industries' SpaceChem"
gamasutra.com/view/feature/172250/postmortem_zachtronics_.php

Rock Paper Shotgun: Zach Barth talks about Minecraft
rockpapershotgun.com/2011/01/20/proto-minecraft-abandoned-due-to-epic-error/

Games shown in this episode (in order of appearance):

Infinifactory (Zachtronics, 2015)
The Talos Principle (Croteam, 2014)
Snakebird (Noumenon Games, 2015)
Portal (Valve Corporation, 2007)
Limbo (Playdead, 2010)
The Swapper (Facepalm Games, 2013)
Mini Metro (Dinosaur Polo Club, 2015)
Kerbal Space Program (Squad, 2015)
Spacechem (Zachtronics, 2011)
Minecraft (Mojang, 2011)
Infiniminer (Zachtronics, 2009)
The Codex of Alchemical Engineering (Zachtronics, 2008)
Bureau of Steam Engineering (Zachtronics, 2008)
KOHCTPYKTOP: Engineer of the People (Zachtronics, 2009)
TIS-100 (Zachtronics, 2015)
Human Resource Machine (Tomorrow Corporation, 2015)
Quadrilateral Cowboy (Blendo Games, 2016)
World of Goo (2D Boy, 2008)
Bridge Constructor (Headup Games, 2012)
The Witness (Thekla, Inc, 2016)

Music used in this episode:

Human Ingenuity (Infinifactory)
Working (Spacechem)
Resource Site 528.81 (Infinifactory)
In Motion (Trent Reznor and Atticus Ross)
Opening (Spacechem)
Proving Grounds (Infinifactory)

Clip credits:

"Minecraft Compact Calculator" - FVDisco
youtube.com/watch?v=6fQvgiyx_6A

"Minecraft - The ICE GPU 2.0" - FVDisco
youtube.com/watch?v=UjmmWY1ih3s

"Minecraft 8 Track Music Sequencer" - FVDisco
youtube.com/watch?v=mjLDM1AY1-E

"Infiniminer Demolition Fun" - betasword
youtube.com/watch?v=Cd-eUIMPIjI

Contribute translated subtitles - amara.org/en-gb/videos/h47qPPsjwOf0/

Puzzles Vs Problems: A Two-Sided Genre



Follow me on Twitter- twitter.com/Thefearalcarrot
Support The Architect of Games on Patreon- patreon.com/ArchitectofGames

We're all familiar with puzzle games, but not many people have noticed that two distinct groups have emerged within this very broad genre. Even fewer have realised that this split is all about the power of authorial intent.

The Architect, being equally bad at both kinds of game, is well placed to tell you all about what makes a puzzle different from a problem, and how you can tell the difference.

You Saw:

Portal 2 (2011)
The Sexy Brutale (2017)
Fidel Dungeon Rescue (2017)
Opus Magnum (2017)
Portal (2007)
The Witness (2016)
Bejeweled 3 (2010)
Poly Bridge (2016)
Spacechem (2011)
Factorio (2012)
Eternal (2016)
Bridge Constuctor Portal (2017)
World of Goo (2008)
Grim Fandango (1998)
Tales From The Borderlands (2014)

Interesting Links:

How Simple Toolsets Encourage Learning: youtube.com/watch?v=s1_HIGHWjn4

Zach Barth AMA: reddit.com/r/IAmA/comments/3brxcs/i_am_zach_barth_the_creative_director_of_the_game/?st=jchfalv1&sh=667954ba

Creating a Sequel To The Game That Doesn't Need One: youtube.com/watch?v=BYFvwbby2YM

Point and Click Puzzle Design



Point and click adventures get a bad rap. Their loopy logic puzzles often come under fire for being incomprehensible and unfair. So lets look at how adventures can employ more responsible design - to stop you racing towards GameFAQs.

Support Game Maker's Toolkit on Patreon - patreon.com/GameMakersToolkit

Sources

Wired: "Broken Age brings back a classic feature: unfair puzzles"
wired.com/2015/04/broken-age-act-2-puzzles/

Old Man Murray: "Death of Adventure Games"
oldmanmurray.com/features/77.html

Find out more

Innuendo Studios: "Who Shot Guybrush Threepwood?"
youtube.com/watch?v=xOPiSYUSrQ0

RagnarRox: "Blade Runner - Looking back with Louis Castle"
youtube.com/watch?v=D623rBiAVX0

Grumpy Gamer: "Why Adventure Games Suck"
grumpygamer.com/why_adventure_games_suck

Games shown in this episode (in order of appearance):

Broken Age (Double Fine Productions, 2014)
Gabriel Knight 3: Blood of the Sacred, Blood of the Damned (Sierra Entertainment, 1999)
Discworld (Teeny Weeny Games, 1995)
King's Quest (Sierra On-Line, 1983)
Grim Fandango (LucasArts, 1998)
Full Throttle (LucasArts, 1995)
Antichamber (Demruth, 2013)
The Longest Journey (Funcom, 1999)
Day of the Tentacle (LucasArts, 1993)
The Secret of Monkey Island (LucasArts, 1990)
Gabriel Knight: Sins of the Fathers (Sierra Entertainment, 1993)
Indiana Jones and the Fate of Atlantis (LucasArts, 1992)
Machinarium (Amanita Design, 2009)
Riven: The Sequel to Myst (Cyan Worlds, 1997)
Monkey Island 2: LeChuck's Revenge (LucasArts, 1991)
The Inner World (Studio Fizbin, 2013)
Strong Bad's Cool Game for Attractive People (Telltale Games, 2008)
Gemini Rue (Joshua Nuernberger, 2011)
Dreamfall: The Longest Journey (Funcom, 2006)
Thimbleweed Park (Ron Gilbert and Gary Winnick, 2017)
Resonance (XII Games, 2012)
Technobabylon (Technocrat Games, 2015)
The Last Express (Smoking Car Productions, 1997)
Blade Runner (Westwood Studios, 1997)
Armikrog (Pencil Test Studios, 2015)
Broken Sword: The Shadow of the Templars (Revolution Software, 1996)
Dropsy (A Jolly Corpse, 2015)

Music used in this episode:

Overthinker, Lifeformed (Double Fine Adventure)
Locked Boxes, Lifeformed (Double Fine Adventure)
Gameboy Tune (Machinarium)
Forest Spirit Friends, Lifeformed and Vidboy (Groupees Game Music Bundle)
Cider, Lifeformed (Double Fine Adventure)

Lifeformed - lifeformed.bandcamp.com
Vidboy - vidboy.bandcamp.com

Clip credits:

"MacGyver - Parabolic Mirror" - CBS
youtube.com/watch?v=H4hzM1AX8iM

"Let's Play: Riven, Fire marbles" - Dilandau3000
youtube.com/watch?v=8-38Ye6ytyI

"Dreamfall: The Longest Journey, Part 8" - Natenator77
youtube.com/watch?v=Zou9hQFCypw

"Lets Play! Blade Runner, Part 1" - Vyakros
youtube.com/watch?v=o9pe-KPywa4

Contribute translated subtitles - amara.org/v/C3BFr/

Puzzle design: How to design point and click adventure game puzzles



Patreon: patreon.com/pointandclickd

The discord: discord.gg/Pp6hfkJ
My Twitter: twitter.com/pointandclickd

This time around we’re taking a deeper dive into what the building blocks of point and click adventure game puzzles actually look like, including using a live example to show how you can build your own puzzle dependency charts.

00:00 Intro
02:10 The anatomy of a puzzle
05:04 Broken Sword 2 as an example
06:18 Building a Puzzle Dependency Chart

References:

Dan Marshall’s blog:
gamasutra.com/blogs/DanMarshall/20140328/214187/How_to_Design_Brillo_Point_and_Click_Adventure_Game_Puzzles.php

Mark Brown’s puzzle design video:
youtube.com/watch?v=EDt6XXsRXag

Various LucasArts puzzle design resources
reddit.com/r/gamedesign/comments/3dtmg8/resources_for_creating_adventure_games_by_ron/

Lucidchart software:
lucidchart.com

#indie​ #devlog​

51 Game Design Tips! (In 8 Minutes)



Are you working on a video game and looking for inspiration? Do you need to come up with a good game idea?

Here are a ton of Game Design Tips and Tricks for you that should help you to get started.

You can find all games shown in this video here: itch.io/jam/wowie-jam/entries

The Best Level Design Of Any Puzzle Game



A Monster's Expedition Part 3 - we make it to the roller coaster. It's a fun area and really shows off the skill of the devs at designing puzzles. We also get teased for a potential late game area? What an absolute joy it is to play this game.
Edited by: BenBenRanger ( twitter.com/BenBenRanger)

A Monster's Expedition is a new open world puzzle game from the makers of Cosmic Express! Push, roll, and stack logs to hop from island to island, learning about humans along the way. Solve hundreds of puzzles in this massive open world adventure!

#aliensrock #monster #expedition

New to the channel? These links will help:
VOD Channel: youtube.com/channel/UCZAEMgC-droNbjdknkUMdJg
Twitch: twitch.tv/aliensrock
Twitter: twitter.com/Aliensrock50
Discord: discord.gg/JXxDQrv

How Zelda's Puzzle Box Dungeons Work



My favourite Zelda dungeons are the ones that move, turn, change, and travel through time. After much research, I return from the depths of Hyrule with some Boss Keys and plenty of design details on how these puzzle box dungeons work.

Support Game Maker's Toolkit on Patreon - patreon.com/GameMakersToolkit

Sources

[1] Latest Zelda’s making process | Denfaminicogamer
news.denfaminicogamer.jp/english/170609b/3

[2] Water Temple | noclip.website
noclip.website

[3] Zelda Director Apologizes For Ocarina Water Temple, Hints At Link Taking Flight | Game Informer
gameinformer.com/b/news/archive/2009/11/29/aonuma-apologizes-for-water-temple.aspx

Games shown in this episode (in order of appearance)

The Legend of Zelda: Ocarina of Time (Nintendo, 1998)
The Legend of Zelda: Skyward Sword (Nintendo, 2011)
The Legend of Zelda: Breath of the Wild (Nintendo, 2017)
The Legend of Zelda: Majora's Mask (Nintendo, 2000)
The Legend of Zelda: The Wind Waker HD (Nintendo, 2013)
The Legend of Zelda: Twilight Princess HD (Nintendo, 2016)
The Legend of Zelda: Link's Awakening (Nintendo, 2019)
The Legend of Zelda: Oracle of Ages (Flagship / Nintendo, 2001)
The Legend of Zelda: Ocarina of Time 3D (Grezzo / Nintendo, 2011)
New Super Mario Bros. U (Nintendo, 2012)
The Legend of Zelda: A Link Between Worlds (Nintendo, 2013)
Hyper Light Drifter (Heart Machine, 2016)
Carto (Sunhead Games, 2020)

Music used in this episode

Music from The Legend of Zelda series, by Nintendo

Other credits

Karakuri puppet - からくり人形 | TokyoStreetView - Japan The Beautiful
youtube.com/watch?v=DgIDStgaybc

The Legend of Zelda: Twilight Princess Retrospective | Nintendo
youtube.com/watch?v=_7Sg54xwXFI

からくり文字書き人形実演 | 江戸東京博物館EDO-TOKYO-Museum
youtube.com/watch?v=GDI4RGVWxoQ

Mario Myths with Mr Miyamoto | Nintendo
youtube.com/watch?v=uu2DnTd3dEo

1980 RUBIKS CUBE IDEAL TOYS | tvdays
youtube.com/watch?v=AxU7e0qHk4o

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Puzzle Games - Analyzing the Design of Bejeweled - Extra Credits



Enjoy a design lesson of the popular puzzle game, Bejeweled, and discover the complexity of the progression system that empowers players to keep playing instead of getting frustrated.
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(Original air date: December 21, 2011)
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♪ Intro Music: "Penguin Cap" by CarboHydroM
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♪ Outro Music: "Winter NiGHTS (Hey, Dreamer)" by Level 99
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♪ Pause music: "Dino Band Rehearsal" by McVaffe
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Inside Inside's Puzzle Design - Breakdown



A lot of Inside's puzzles follow a pattern that helps keep them interesting.

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More Breakdown videos - youtube.com/playlist?list=PLPAvyfEqWlHosVM511jVrJdqt5xwv95-y

Music: Tom Misch - Wonder (Aso Remake)
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Additional footage: youtube.com/watch?v=zsjC6fa_YBg
youtube.com/watch?v=-s_N97Rs2YI
youtube.com/watch?v=cCfUYngQxeM

Game Design Lessons: Presenting Perfect Puzzles



For articles & videos all about game design, visit TheGameProdigy.com

In this video we cover key to a good puzzle, avoiding a common mistake made by many designers.

A more advanced Game Design article on puzzles can be found here: thegameprodigy.com/making-mind-blowing-puzzles-in-your-game/

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Puzzle Game Design, What Makes a Good Puzzle, 24.31 MB, 17:42, 1,705,084, Game Maker's Toolkit, 2018-03-14T16:43:03.000000Z, 19, Puzzle Masters on Behance | Game design, Puzzle, Game concept, www.pinterest.com, 736 x 1309, jpeg, Designing puzzles for video games can be quite a challenge when you don't know how to best go about it. In this quick crash course you'll learn a reliable 5. Puzzle games provide the player with moments or hours of strategy and problem solving. Depending on the puzzle game design (e. g. , a virtual puzzle game, a puzzle game for a museum, a puzzle game designed to be played in a city), either pieces or slots could have. , 20, puzzle-game-design, Design Ideas

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