Level Design Workshop: Solving Puzzle Design

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Published 2017-12-19
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.

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All Comments (21)
  • @izstrella
    43:03 • “So remember: puzzles are fun for the player, not the designer. Don’t get super excited about feeling clever — just make a good experience.” Such good advice, ah!
  • @night.watcher
    This talk is a really good starting point for puzzle designer, thank you. Her laugh is adorable :)
  • @Manas-co8wl
    4:02 I like this. Yes, games are designed to make you feel powerful. But no genre makes me feel more brain powerful than solving puzzles.
  • For anyone struggling to solve the puzzle of Jumpy J at 5:15 ; the researcher Menzel talks about is called Jean Piaget.
  • @realzero557
    Great talk! You can tell she has a passion for that she's talking about :)
  • @HelloQro
    the awkward laughs make this such a charming talk
  • This Talk has been extremely informative and well presented. Thank you very much!
  • @SK-vi6fw
    A puzzle can have more than one solution and can be competitive. Many great puzzle games in fact are. Puzzles also don't need to be about a sense of accomplishment but can just be an interesting exploration of an idea or system.
  • @ChaosContrl
    Half Life 2 is a good example of a FPS with puzzle elements during action and during calm settings.
  • 6:47 that would be a fun story of discovering the solution, but there are two pictograms there which spell it out before you can discover it on your own.
  • @MeRenegade
    Loving the talk just because of your personality, humble and smiling ! :)