Open-Ended Puzzle Design at Zachtronics

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Published 2019-07-08
In this 2019 GDC talk, podcaster Drew Messinger-Michaels talks to Zachtronics founder and creative director Zach Barth about the studio's puzzle design process, from the initial foundation to the basic mechanics, to the way story is integrated.

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All Comments (21)
  • @AlekseyLoykuts
    It's so cool, when you can print out documentation for shenzhen i/o and play with pokerface, while others at home think you're doing some actual work
  • @Soul-Burn
    "If it took 2 hours to solve it was probably too hard" ... haha hahaha... Some puzzles in SpaceChem or TIS-100 took me... way more than 2 hours.
  • @Lishtenbird
    Dunno how much I learned about designing open-ended puzzles... but as a comedy show, I enjoyed that a lot :D
  • "Your question has to be one sentence" is a fantastic idea. I wish more speakers implemented that rule. "Hi, big fan of your games, I've been playing since..."
  • @vitorgas1
    Zach optimizes even when talking, he speaks very fast
  • @riveteye93
    Thanks for having this talk, any insight into the design of Zachtronics games is a treasure.
  • @Vospi
    It must be a great system to work out your personal goals and business. Abstract enough, open-ended enough, restricted, tested.
  • @JinKee
    "instead of teaching them harder we just made it easier to use" if only chip makers could make new masks to do that.
  • A very meandering talk, but enjoyable to listen to and sprinkled with interesting bits.
  • @raven9057
    A very very underrated game developer. Thumbs up for Zach and Jonathan Blow to create a game together.
  • I deeply admire this guy. And I don't say such thing often.
  • This just in from zach: the Riemann hypothesis must have lots of solutions, cuz we don't know what the solution is!
  • @phitrum
    Double checks that playback speed is set to normal
  • @spenzakwsx4430
    the thumbnail of your video looks very cool. what game ist that?