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How Jonathan Blow Designs a Puzzle

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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.
More on Blow's philosophy:
IndieCade: "Jonathan Blow & Marc Ten Bosch - Designing to Reveal the Nature of the Universe"
IndieCade: "Jonathan Blow, Marc Ten Bosch & Droqen - Empuzzlement"
Shivmoo: "Game City Jonathan Blow Braid Talk"
A MAZE: "Berlin 2014 - Masterclass with Jonathan Blow"
Gamasutra: "Jonathan Blow: The Path to Braid"
Gamasutra: "The Witness: Modeling epiphany"
GrabItMagazine: "How To Design Deep Games with Jonathan Blow"
GameSpot: "Break Room Interviews: Jonathan Blow"
GDC Vault: "Jonathan Blow - Truth in Game Design"
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'"
JustJack: "Oracle Billiards Game"
tvdays: "1980 RUBIKS CUBE IDEAL TOYS"
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