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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.

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Game Maker's Toolkit - Jonathan Blow on the game that designed itself

For Jonathan Blow, a good puzzle isn't designed - it's discovered. In this episode, I share the unconventional game design process of the brains behind Braid and The Witness, so you can see why he called his time-travelling platformer the game that "designed itself".

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Anonymous

Really enjoyed this one Mark. One of your best yet!