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How are puzzle games designed? (Introduction)

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...

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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...

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How are puzzle games designed? Guy Lima

In this instalment of our puzzle design interviews, we talk to Guy Lima, one of the founders of Ragtime Games. Ragtime Games brought us Continuity, a sliding-tile platform puzzler, and will soon bring...

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How are puzzle games designed? Ted Lauterbach

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. A bit more...

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How are puzzle games designed? Dave Hall

Dave 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...

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How are puzzle games designed? Teddy Lee

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,...

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How Are Puzzle Games Designed? (Conclusion)

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: Introduction...

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