SERIAL
The Designer's Philosophy
73 episodes · updated 2026-10-06
Behind almost every classic is a consistent design philosophy. Kizuki takes one designer at a time and reads their philosophy and dilemmas through interviews and talks in their own words.
Episodes
- Ep. 73Inside Eric Zimmerman's Philosophy — You Can Make the Rules, Not How They Get Played2026-10-06
"The game designer makes the rules, but doesn't directly create the player's experience." This piece reads Eric Zimmerman across interviews, talks and his own essays: his hunt for new forms of play, his response to the misread "magic circle," the dilemma of teaching rules while urging students to break them, and his influences.
- Ep. 72Inside Steve Meretzky's Philosophy — If It Isn't Fun, the Puzzle Hasn't Started2026-10-04
"It needs to be fun" — Infocom designer Steve Meretzky treats puzzle fairness as a means to fun. This piece reads his philosophy, the commercial failure of The Space Bar, his stance when testers asked for an easier game, and his ties to Marc Blank and Douglas Adams, using published interviews and articles.
- Ep. 71Inside Brenda Romero's Philosophy — Build Until You Are Respected, Not Just Liked2026-10-03
"Care more about being respected than liked" — Brenda Romero builds with whatever cost and time it takes. This piece reads her philosophy, a failed Kickstarter, the tension between ideals and shipping, and her influences from chefs and a sushi master, using only published articles and talk descriptions.
- Ep. 70Inside Jenova Chen's Philosophy — Decide the Feeling First, Then Subtract2026-10-01
"Story is a tool, but not the goal of video games" — Jenova Chen decides the feeling first and strips the mechanics to serve it. From flOw's missed estimate to Journey's three-year production and Sky's consent-based socializing, this piece reads his philosophy, failures, dilemmas and influences from his own interviews and talks.
- Ep. 69Inside Tomáš Dvořák's Philosophy — A Simple Story, Atmosphere and Emotion Carry the Rest2026-09-30
A study of Amanita Design composer Tomáš Dvořák (Floex), read across three primary interviews: Game Developer (2009), gamemusic.net (2010) and Igloo Magazine (2013). It traces his belief that atmosphere and emotion matter more than plot, his tension between abstraction and melody, his habit of waiting when an idea feels stale, and how he changed method on Samorost 3, grounded only in what he has said in public.
- Ep. 68Inside Josh Wardle's Philosophy — Three Minutes a Day, Then Let Go2026-09-29
"People have an appetite for things that transparently don't want anything from you." Wordle's creator deliberately did what you are not meant to do for growth. From a failed 2013 prototype, to his unease with share buttons, to relief after the sale and his 2026 game Parseword, I read his own words side by side.
- Ep. 67Inside Tonda Ros's Philosophy — Put It Out There, and That's the Game2026-09-28
"I'm just not a fan of handholding. Drop me in a world." Tonda Ros spent eight years making Blue Prince nearly alone, wanted to ship it complete, and says he will never confirm whether everything has been solved. Seven interviews from 2025–2026 reveal where that stubbornness comes from.
- Ep. 66Inside Alex Beachum's Philosophy — Would You Still Want to Know, in a World That Ends?2026-09-26
No enemies, no upgrades: all you carry over is what you've learned. Lining up Outer Wilds creator Alex Beachum's statements from 2015 to 2023 shows a 22-minute loop added for technical reasons slowly becoming the vessel for his personal philosophy.
- Ep. 65Inside Rand Miller's Philosophy — If the Player Blames Themselves, the Puzzle Worked2026-09-23
"If they blame us, then we haven't done a good job." Reading seven interviews (2007–2020) with Myst co-creator Rand Miller: world first and puzzles second, the "friction" he kept after removing death, and the "control of our own destiny" lost with Uru and regained with Kickstarter.
- Ep. 64Roberta Williams’ Philosophie — Ich habe nie versucht, schwierige Rätsel zu entwerfen2026-09-21
„Ich habe nie versucht, mir kopfzerbrechende Rätsel auszudenken.“ Das sagt ausgerechnet die Frau, die das Graphic Adventure erfunden hat – während ihre Spiele zum Inbegriff für unfaires, plötzliches Sterben wurden. Ich reihe ihre eigenen Aussagen von 2006 bis 2026 aneinander und lese diese Lücke.
- Ep. 63Inside Oskar van Deventer's Philosophy — Looking Nice Can Just Be an Accident2026-09-17
"They require the overcoming of difficulty. And some of them happen to look nice as well." The Dutch engineer behind 800-plus mechanical puzzles refuses to call himself an artist. Including the design he abandoned as impossible to manufacture — and that reached shelves eight years later.
- Ep. 62Inside Cliff Johnson's Philosophy — Not One Piece That Doesn't Belong2026-09-16
"A puzzle begins with a 'huh?' and ends with an 'aha!'" Cliff Johnson, who built The Fool's Errand in 1987, refused to plant a single red herring — and spent 25 years on the sequel. A reading of that vow, in his own words.
- Ep. 61Inside Brian Moriarty's Philosophy — A Game Author Who Says Games Aren't Art2026-09-15
"Art seeks to lead you to an inevitable conclusion, not a smorgasbord of choices." Brian Moriarty, author of Loom and Trinity, wrote that in his 2011 GDC lecture and concluded that his own medium cannot be art. Reading three of his lectures and three interviews: his philosophy, his obsessions, the failures he admits, his dilemmas and his models.
- Ep. 60Inside Gunpei Yokoi's Philosophy — Let the Viewer Fill In the Rest2026-09-14
"Whether a game is interesting or not doesn't depend on whether it's color or b&w." Gunpei Yokoi's design philosophy nearly fits in that one sentence. Reading three interviews from 1996 and 1997 with the engineer who shipped a monochrome Game Boy — and, in 1980, a mechanical puzzle called Ten Billion — this piece lines up his philosophy, his obsessions, the failure he admitted in public, his dilemmas, and his yardsticks.
- Ep. 59Inside Eiji Aonuma's Philosophy — Refusing to Let a Puzzle Have One Answer2026-09-14
"There are many answers to a single problem, and all of them can potentially be correct." That is Eiji Aonuma in 2023, after more than 25 years leading The Legend of Zelda. Yet in 2015 the same man was telling his staff never to make the game easier. Reading across six of his own interviews for his philosophy, his obsessions, the failures he has admitted in public, his dilemmas and his influences.
- Ep. 58Inside Will Shortz's Philosophy — Hard Only As Far As Fair2026-09-10
The ceiling on difficulty, for him, is fairness. Will Shortz, crossword editor of The New York Times, has published a puzzle almost every day for more than thirty years. Reading across ten of his own interviews, lectures and broadcasts for his philosophy, his obsessions, the failures he has admitted in public, his dilemmas and his influences.
- Ep. 57Inside Chris Crawford's Philosophy — Drawing Puzzles Outside the Line, Then Counting His Own Defeats2026-09-09
"Puzzles are challenges with no purposeful opponents." The shortest definition of a puzzle was written by Chris Crawford, the man who almost single-handedly started the field of game design writing. That definition placed puzzles outside of games — and forty years later he wrote, in his own words, that he had failed. Reading across his journal, his laws, his memoirs, his design diary and his talks for his philosophy, obsessions, failures, dilemmas and influences.
- Ep. 56Inside Thomas Grip's Philosophy — Rewriting Puzzles from Obstacle to "I Did That"2026-09-08
A horror developer wrote a seven-part series about puzzles on his own blog. He argued that focusing on fun makes design fail, that trial and error will doom games, and he named his own failed puzzles out loud. Reading across his blog and interviews for Thomas Grip's philosophy, obsessions, failures, dilemmas and influences.
- Ep. 55Inside Martin Gardner's Philosophy — Turning What He Didn't Know Into Care for the Reader2026-09-07
A philosophy graduate with no mathematics degree wrote a puzzle column for 25 years and carried everything from pentominoes to the Game of Life out into the world. He kept saying he was "strictly a journalist." Reading across his interviews and autobiography for Martin Gardner's philosophy, obsessions, regrets, dilemmas and influences.
- Ep. 54Inside Mark Brown's Philosophy — He Saw Every Criticism Coming, and Shipped Anyway2026-09-05
A critic who had spent a decade analysing other people's game design finally made a puzzle game of his own. When the complaints arrived, he said he had seen all of them coming. Reading six of his own devlogs for his philosophy, obsessions, failures, dilemmas and influences.
- Ep. 53Inside Dave Grossman's Philosophy — Let the Player Be the Clever One2026-09-03
"Your job is not to make yourself feel clever, it's to make the player feel clever." Dave Grossman has said it for thirty years — and rather than leave it a slogan, he sat his mother-in-law down with his own game and published every place she got stuck. A reading of his philosophy, obsessions, failures, dilemmas and influences across seven sources.
- Ep. 52Inside Tom Francis's Philosophy — Name the complaint, then build it2026-09-01
A critic who scored games for nine years went and made one. In his own words, his process is to play a game, name what he wishes were different, and build that. Across fourteen posts, talks and interviews, I read his philosophy, obsessions, failures, dilemmas and influences.
- Ep. 51Inside Daniel Benmergui's Philosophy — Making Soft Material Have a Right Answer2026-08-31
It took him fifteen years to finish one puzzle game. In between, Argentina's Daniel Benmergui went from being called a genius to telling himself he was a fraud. Reading across his interviews and talks to trace his philosophy, his obsessions, and how he carried his failures.
- Ep. 50Inside droqen's Philosophy — The Man Who Said "Kill Gameplay," Then Rewrote His Own Slogan2026-08-29
droqen calls himself "the one who wants to kill gameplay." In the summer of 2025 he rewrote that slogan himself. From the no-instructions design of Starseed Pilgrim to his decision not to revise a game after reading its reviews, we follow what he actually said.
- Ep. 49Inside Tim Schafer's Philosophy — Make Being Stuck the Fun Part2026-08-23
A study of Tim Schafer, built only from his own interviews and the design document he published himself. He calls the point of an adventure game "happy confusion" and says you have to make the stuckedness entertaining. The same man graded his own Grim Fandango puzzles as "mean, even" ten years later, and twenty years later shipped an invincibility toggle. Laying two decades of his statements side by side to find what he is actually protecting.
- Ep. 48Inside Keita Takahashi's Philosophy — The Mechanic of Adding No Mechanics2026-08-22
A study of Keita Takahashi, the creator of Katamari Damacy, built only from his own words. In late 2025 he said himself that his new game to a T "didn't sell well," and moved his family back to Japan. Yet back in 2009 he was already saying he felt unsuited to the games industry. This is a reading of why he kept making things anyway, assembled by laying twenty years of his statements side by side.
- Ep. 47Inside Toru Iwatani's Philosophy — Build a Maze, Then Hide That It Is One2026-08-21
A study of Toru Iwatani, the designer who planned Pac-Man (1980), built only from his own lectures and interviews. He made a maze game and then drew the maze walls as thin outlines so players would not notice it was a maze. He says to think by subtraction, he gave the same account of difficulty pacing in 1986 and in 2015, and in 2011 he scolded the industry for a flood of very simple games. A man who built the outer limit of simplicity criticising simplicity: this is an attempt to line that apparent contradiction up and read it.
- Ep. 46Inside Simon Flesser's Philosophy — Move the Difficulty Out of the Controls and Into the Puzzle2026-08-20
A study of Simon Flesser of Simogo — the studio behind DEVICE 6 and Lorelei and the Laser Eyes — built only from his own interviews and the studio's own words. He says he wanted anyone who had never held a controller to be able to play, and in the same breath calls his puzzles very difficult. This is a reading of where he moved the difficulty to, laid out by putting his 2013 statements next to his 2024 ones.
- Ep. 45Inside Emily Short's Philosophy — Make the Solving Itself Part of the Story2026-08-19
A study of Emily Short — author of Galatea and Counterfeit Monkey, and co-author of the Inform 7 documentation — built only from her own blog and interviews: the claim she has held for twenty years (solving the puzzle is part of the story, not a gate in front of it), the obsession that led her to define exactly three shapes of fair puzzle and cut everything else, how she took Linden Lab's cancellation of Versu, and the dilemma she named the four-body problem: what the player wants, what the characters want, what the author wants, and what the work itself demands.
- Ep. 44Die Philosophie von Nicky Case – nicht die Antwort geben, sondern die Frage liebenswert machen2026-08-16
Eine Betrachtung von Nicky Case, Schöpfer von „Parable of the Polygons“ und „The Evolution of Trust“, allein anhand des eigenen Blogs und eigener Vorträge. Behandelt werden: die über ein Jahrzehnt unverrückte These „nicht die Antwort geben, sondern die Frage liebenswert machen“, die Beharrlichkeit, Erklärung in Rätsel zu verwandeln, das Scheitern des Prototyps von „We Become What We Behold“, bei dem „verstanden wurde, aber nichts gefühlt wurde“, das Dilemma, den Lebensunterhalt von Fremden getragen zu bekommen und dabei Aufrichtigkeit zu bewahren, sowie die selbst genannten Einflussquellen Bret Victor, Vi Hart und Ian Bogost.
- Ep. 43Inside Derek Yu's Philosophy — Finishing as a Skill, Not a Talent2026-08-15
A study of Derek Yu, maker of Spelunky and UFO 50, built only from his own essays and interviews: the claim he has not moved from in over a decade (the ability to finish grows with the number of things you finish), his obsession with naming the shapes of failure (death loops, the morass in the middle, five developer archetypes), how he holds criticism at arm's length, the contradiction of a man who preached small-and-fast then spent eight years, and the influences he actually credits — Maddy Thorson and cactus.
- Ep. 42Inside Andrew Plotkin's Philosophy — Folding a Solved Puzzle Into a Single Move2026-08-12
A study of Andrew Plotkin (Zarf), the parser interactive-fiction author, built only from his own talks and interviews: the claim he has not moved from since 2003 (puzzles are an underpinning of story, not an interruption of it), his obsession with play that zooms out — a solved puzzle folded into a single move in a larger puzzle — his own accounts of failure at Hadean Lands and at outreach, the dilemma of accessibility against hardcore design, and the influences he actually credits, from a teletype in his father's office to Powers of Ten, Hofstadter and Cliff Johnson.
- Ep. 41Inside Raph Koster's Philosophy — The Moment a Game Is Solved, It Becomes a Puzzle2026-08-10
A study of Raph Koster—author of A Theory of Fun for Game Design and designer of Ultima Online and Star Wars Galaxies—built only from what he has published himself. We read the claim that has barely moved in twenty years (fun is progress on prediction), his obsession with the game/puzzle boundary and the moment a solved game falls to the puzzle side, his first-person accounts of failure at SWG, Metaplace and UO, the dilemma of whether depth is ever rewarded, and the influences he actually credits, from modernist literature to the MUD-Dev list.
- Ep. 40Inside William Chyr's Philosophy — making infinity a place you don't get lost in2026-08-07
A study of William Chyr, who spent seven years building Manifold Garden, assembled only from what he has said in public. The balloon installation artist driven into games by a latex allergy. His two constraints: everything visible is reachable, and no invisible colliders. His insistence that the leap must come from the player's agency, not the designer's instruction. The coinage he threw out — "exampuzzles". The 2015 slump and the switch from sprint to marathon. The dilemma between authorship and keeping a studio alive. And the influences he names himself: Escher, Tadao Ando, Frank Lloyd Wright, Portal, Starseed Pilgrim. Six primary sources, closing with Kizuki's own reading.
- Ep. 39Inside Ernő Rubik's Philosophy — insisting it was found, not invented2026-08-06
A study of Ernő Rubik built only from what he has said in public. The 1974 wooden prototypes that all fell apart. The month-plus it took him to solve his own object. The vocabulary he keeps returning to — "the cube was not created as a puzzle; I discovered the potential of a puzzle." His view that rules are to be exhausted rather than broken. The slogan about unsolvable problems that he retracts in the same breath. His distance from his creation's fame. And the influences he does name: his father's glider designs, and Mother Nature. Seven primary sources spanning 2010 to 2024, closing with Kizuki's own reading.
- Ep. 38Inside Ken Wong's Philosophy — a whole world inside one frame2026-08-04
A study of Ken Wong — lead designer of Monument Valley and creator of Florence — built only from what he has said in public. Starting production on the assumption that "70, 80, 90 percent" of the work will be thrown away. The "little worlds" rule that no puzzle information leaves the screen. Illusions built like magic tricks. His admission that the team lacked the vocabulary to discuss music, and the anxiety during Florence about wasting someone else's money. The line he drew for himself on representation. And his 2019 restatement that his most famous game is not a puzzle game at all. Ends with Kizuki's own reading.
- Ep. 37Inside Scott Kim's Philosophy — making the right answer belong to the solver2026-08-03
A study of Scott Kim — ambigram artist and designer of Bejeweled 2's puzzle mode — built only from what he has written and said in public. The asymmetry hidden in his two-line definition. His design rules: build a good toy first, and never let the controls be the difficulty. The defeats he keeps describing in mathematics education, and his turn from stick to carrot. The dilemma he names himself: how to put the thrill of competition back into a solitary act. Closing with Kizuki's own reading.
- Ep. 36Inside Andrew Shouldice's Philosophy — designing the time before you understand2026-08-02
A study of TUNIC's Andrew Shouldice built only from what he has said in public. The three phases of a secret from his GDC 2023 talk — ignorance, knowledge, understanding — and his statement that the middle one interests him most. The policy that framing communication as a mystery makes "the revelation all the sweeter." The reviewer who beat the final boss in No Fail Mode, and the exception he added afterwards. Why refusing to filter players by difficulty was a definitional matter rather than a kindness. Ends with Kizuki's own reading.
- Ep. 35Inside Terry Cavanagh's Philosophy — he starts by assuming it won't sell2026-08-01
A study of Terry Cavanagh — who has sold exactly three games — built only from what he has said in public. The 2017 line: he always starts off assuming it will be a freeware game. The habit of tuning difficulty to his own reflexes. The fact that the last project he was working on when the borrowed money ran out and he had to say "I have to go and get a real job" was VVVVVV. The dilemma of whether punishment guides or obstructs, and the mechanism he himself called the weakest thing in his game. Closes with Kizuki's reading.
- Ep. 34Die Philosophie von Petri Purho — weil sich Kreativität nicht bewerten lässt, überlässt er sie der Welt2026-07-30
Eine Betrachtung von Petri Purho, der mit Crayon Physics Deluxe den IGF-Hauptpreis gewann und im Jahr darauf in einem GDC-Vortrag sein eigenes Werk kritisierte – ausschließlich anhand seiner öffentlich getätigten Aussagen. Der eine Satz, der sich zwölf Jahre lang nicht verändert hat: „kein Spiel, in dem man die richtige Lösung findet, sondern eines, in dem man eine kreative Lösung findet". Die selbstbestrafende Gewohnheit, jeden Monat einen Prototypen zu bauen. Die Niederlage, Kreativität nicht erkennen zu können, der Klon-Wirbel, und schließlich, wie er bei Noita erklärt: „Simulation kann dem Spielspaß im Weg stehen." Zum Schluss folgt Kizukis eigene Deutung.
- Ep. 33Inside Kaji Maki's Philosophy — placing puzzles as entertainment, never education2026-07-28
A study of Kaji Maki (1951–2021), the man who named sudoku, built only from what he said publicly: the philosophy that sealed off brain training — his single biggest commercial opening — in favour of plain entertainment; his obsession with handmade puzzles and the solving process; the forgotten cover price on issue one and the trademark he travelled to Britain for and lost. It covers the dilemmas of reach versus revenue and a small company facing global demand, and closes with Kizuki's reading.
- Ep. 32Inside Asher Vollmer's Philosophy — loading years of depth into a single swipe2026-07-26
A study of Asher Vollmer, creator of Threes!, built only from his own words: the longevity design that stretches 'simple to learn, impossible to master' across years, his obsession with keeping placeholder art pretty, the cloning episode where he blamed himself for not going free and then recovered his pride, and the efficiency-versus-rest dilemma. It closes with Kizuki's reading.
- Ep. 31Inside Jakub Dvorský's Philosophy — Dropping Words, Building a World You Can Touch2026-07-24
A study of Amanita Design founder Jakub Dvorský, read across primary interviews in Adventure Classic Gaming (2009), MCV/DEVELOP (2011), bounthavy (2020) and TouchArcade (2024). It traces the origin of his wordless design, his obsession with atmosphere and hand-drawn worlds, his aim to build 'an interactive toy' you keep playing rather than a puzzle you defeat, his dilemmas of kindness versus difficulty and commerce versus authorship, and the Czech animation and science-fiction he himself names as influences — grounded only in what he has said in public.
- Ep. 30Inside Frank Lantz's Philosophy — giving weight to the abstract2026-07-23
A study of Frank Lantz, founding chair of the NYU Game Center and maker of Universal Paperclips and Drop7, drawn from his own essay The Truth in Game Design (2010), a long Thought Economics interview (2024), PC Games Insider (2017), and his own notes on his work. Grounded only in his public statements, it reads his philosophy of games as an art of systems and as psychology experiments we run on ourselves, his obsession with embodying abstract ideas, the failure of Bite Me answered by "solving it all too well" in Leviathan, the dilemma of comfort versus truth, and the influences he acknowledges himself — Bostrom, Stapledon, Wittgenstein and von Neumann.
- Ep. 29Die Philosophie von Michael Brough — das Spielfeld schrumpfen, nur die Entscheidung übriglassen2026-07-21
Eine Studie zu Michael Brough — Schöpfer von 868-HACK, Imbroglio und Cinco Paus, und dem Designer, dessen Name zum Gattungsnamen „Broughlike" wurde — anhand von vier seiner eigenen Interviews. Wir lesen das Paradox, dass ein kleineres Spielfeld das Design freier macht, seine Besessenheit, einen einzelnen Mechanismus bis zu seinem Kern zu entschlacken, das Scheitern übermäßig ehrgeiziger, unvollendeter Roguelikes, die Dilemmata zwischen Kommerz und Autorenschaft sowie sein Unbehagen gegenüber Gewalt, und schließlich seine Einflüsse aus Mathematik und Rogue.
- Ep. 28Inside Jason Rohrer's Philosophy — playing life and death through constraint2026-07-20
A study of Jason Rohrer, who with the five-minute Passage told a whole life and death through rules, drawn from three interviews: Critical Inquiry (2011), Handmade Pixels (2017) and Gamasutra (2011). Grounded only in his public statements, it reads his philosophy of speaking through interaction rather than narrative, his obsession with turning constraint into an expressive tool, the failure of trying to eliminate tedium and his change of heart toward "punishment," the dilemma of highbrow versus accessible, and the influences he acknowledges himself — Rod Humble, Raph Koster and Scott McCloud.
- Ep. 27Inside Hiroyuki Imabayashi's Philosophy — The Cargo That Blocks Its Own Removal2026-07-19
A study of Hiroyuki Imabayashi, creator of Sokoban (1982), drawn from three primary sources: his own greeting on the official site, a 1983 LOGiN magazine interview (in translation), and a long 2020 conversation with collector Carlos Montiers Aguilera. His consistent claim that 'the fun of the stage is the whole point,' his fixation on cargo that obstructs its own tidying, the failure and criticism around 'breakable walls' and how he answered it, the puzzle-versus-gimmick dilemma he named himself, and the Hudson action game that sparked the idea — all grounded only in his public statements.
- Ep. 26Inside Marc ten Bosch's Philosophy — Discovered, Not Invented2026-07-18
A study of Marc ten Bosch, author of Miegakure and 4D Toys, drawn from his own blog, his 2011 Indiecade talk, an NYU Game Center interview, and a Gamasutra IGF interview: his consistent 'discovered, not invented' philosophy, his discipline of narrowing to a single button, his use of mathematics as a design tool, the failures he has voiced, the dilemma of correctness versus beauty, and his acknowledged debt to Flatland — grounded only in public statements.
- Ep. 25Inside Jon Ingold's Philosophy — Keeping the Story Alive by Letting You Keep Failing2026-07-17
A study of inkle's Jon Ingold through his interviews and his own essays. We read the philosophy behind 'the job of a designer is to replicate the feeling of the experience', his insistence on embedding deduction in dialogue rather than a UI, and his obsession with letting the player 'fail forward' — neither losing nor winning, but squeaking through.
- Ep. 24Alexey Pajitnovs Philosophie — Ein Spiel, das Ordnung schafft und niemals endet2026-07-15
Eine Studie über Alexey Pajitnov, den Schöpfer von Tetris, quer durch seine eigenen Interviews gelesen: seine Philosophie, dass Spiele ein psychologisches Produkt sind, seine Obsessionen mit der Lernkurve und dem Zufall, sein offen eingestandenes, jahrzehntelanges Scheitern am Mehrspielermodus, die Dilemmata von Intensität und Endlosigkeit sowie der Einfluss des Pentominos. Gelesen als Designer, der den Kern bewahrte und die Oberfläche losließ.
- Ep. 23Inside Jason Roberts's Philosophy — Turning the Space Outside the Frame into a Playground2026-07-13
A study of Jason Roberts — who made Gorogoa, drawing and coding almost all of it alone — drawn strictly from his own GDC talk and interviews: a philosophy of the 'frame' born from an abandoned comic, the obsession of a visual acrostic that gives everything two faces, the failure of a man who thought he couldn't finish anything, the commerce-versus-authorship dilemma that meaning must be real, and influences from Escher to a puzzle book (Maze) he never solved. It closes with one paragraph reading him as a designer who believes in the outside of the frame.
- Ep. 22Inside Kim Swift's Philosophy — Manipulating the Player Into Feeling Clever2026-07-12
"After people play our game, I want them to feel clever." That is how Kim Swift describes designing Portal. She is a designer who bet not on hard puzzle walls but on invisible guidance — steering the player's eye and feelings without them noticing. Her philosophy, obsessions, failures (a boss fight that died three times), dilemmas and influences, read through her own interviews and a GDC postmortem.
- Ep. 21Inside Ron Gilbert's Philosophy — Never Waste the Player's Time2026-07-11
"What makes most games tough to play is that the puzzles are arbitrary and unconnected." Ron Gilbert wrote that in 1989 while designing Monkey Island. This is a study of the man widely regarded as the finest thinker on adventure-game puzzle design — his philosophy, his obsessions (the Puzzle Dependency Chart), his failures (Maniac Mansion), his dilemmas and his influences — read through his own essays, blog and interviews.
- Ep. 20Die Philosophie von Kyle Gabler — Minimale Knochen, maximale Haut2026-07-10
Eine Lektüre von Kyle Gabler, dem Schöpfer von World of Goo und Human Resource Machine, gestützt allein auf seine eigenen Texte. Liest man seinen legendären, 20 Jahre alten Aufsatz „Wie man ein Spiel in unter 7 Tagen prototypisiert“ neben seinen wenigen Interviews, tritt eine durchgängige Haltung hervor: „Komplexität ist für Spaß nicht nötig“ und „zuerst das Spielzeug bauen“. Dieser Beitrag betrachtet die Doppelnatur eines Mannes, der zugleich ein Reduzierer und ein Verfechter übermäßigen Feedbacks (juice) ist.
- Ep. 19Inside Fumito Ueda's Philosophy — Subtracting Toward Emotional Space2026-07-09
A reading of Fumito Ueda, creator of ICO, Shadow of the Colossus, and The Last Guardian, drawn from four of his own interviews. What did the man behind "design by subtraction" actually remove, and what was he trying to keep? His philosophy, obsessions, failures, dilemmas, and influences, grounded only in his own words.
- Ep. 18Inside Bennett Foddy's Philosophy — Designing Failure to Fight Meaninglessness2026-07-08
A study of Bennett Foddy (QWOP, Getting Over It) drawn strictly from his own interviews and blog: a philosophy that starts from the paradox that "games don't matter," the obsession of cataloguing frustration by "flavor," his admission that he couldn't beat his own game, the dilemma between encouragement and taunt, and influences from Sexy Hiking to the unfair old games of his childhood. It closes with one paragraph reading him as a designer who fights the absence of meaning.
- Ep. 17Zach Gages Philosophie — bekannte Spiele neu bauen2026-07-07
Eine Betrachtung von Zach Gage (SpellTower, Really Bad Chess, Good Sudoku, Puzzmo), die sich ausschließlich auf seine eigenen Interviews stützt: die Designphilosophie, bekannte Klassiker neu zu bauen; die aus dem Grafikdesign stammenden „drei Blicke" und handfeste Prototypen; seine Angewohnheit, sich in Genres zu stürzen, die er nicht mag; seine Ethik gegen unendliches Engagement und seinen Umgang mit Zufall; sowie Einflüsse von der Zeitung seiner Mutter über Spelunky bis zu Sid Meier als Gegenbild. Zum Schluss ein einzelner Absatz mit meiner eigenen Lesart, die ihn als „Konzeptkünstler außerhalb der Galerie" liest.
- Ep. 16Inside Greg Lobanov's Philosophy — Making Creation, Not Combat, the Main Verb2026-07-06
A study of Greg Lobanov (Wandersong, Chicory). Building his games around creation — singing, drawing — as the main verb, he makes puzzles and story work without combat. His philosophy, obsessions, failures, dilemmas, and influences, read strictly from four of his own interviews.
- Ep. 15Inside Alexander Bruce's Philosophy — Doubt conventions down to their reasons2026-07-05
A study of Alexander Bruce, author of Antichamber, based only on his interviews and GDC talks: a philosophy of doubting conventions down to their reasons, an obsession with removing death and menus, candid failures and pivots, the dilemma of when to stop iterating, and his acknowledged influences.
- Ep. 14Eric Chahis Philosophie — Mangel in Freiraum verwandeln2026-07-04
Eine Betrachtung von Eric Chahi, dem Schöpfer von „Another World“, anhand seiner GDC-Postmortem von 2011 und mehrerer Interviews. Behandelt werden seine Methodik, Zwänge in Improvisation zu verwandeln, sein Design, das auf das Gedächtnis der Spielenden setzt, seine Inszenierung von Andeutung und Zäsur, die von ihm selbst geschilderten Fehler und Dilemmata sowie seine Einflüsse — gelesen ausschließlich auf Grundlage öffentlicher Aussagen.
- Ep. 13Zach Barths Philosophie — nicht Lösungen hinterlassen, sondern ehrliche Probleme2026-07-03
Eine Studie über Zach Barth (Zachtronics), Schöpfer von SpaceChem und Opus Magnum, auf Grundlage seines eigenen Postmortems und seiner Interviews. Behandelt werden seine Vorliebe für offene Lösungswege, Histogramme und teilbare GIFs, das von ihm selbst obduzierte Scheitern von SpaceChem, das Dilemma zwischen Zugänglichkeit und Authentizität sowie sein Abschiedswort, sich nicht „an dasselbe binden“ zu wollen — gelesen ausschließlich aus seinen eigenen öffentlichen Äußerungen.
- Ep. 12Die Philosophie von Daniel Mullins — der Mann, der den Bilderrahmen umdreht2026-07-02
Eine Betrachtung von Daniel Mullins, bekannt durch „Inscryption“, anhand seiner eigenen Interviews und seines GDC-Postmortem-Vortrags. Seine Philosophie, die Spieler „von außerhalb der Regeln“ zu packen, sein Beharren darauf, Erwartungen umzudrehen, die von ihm selbst eingeräumte Schwierigkeitsabstimmung als Fehlschlag sowie das Dilemma, dass der „Verrat“ selbst zu einem Markenzeichen wird — all das wird ausschließlich anhand öffentlicher Aussagen erschlossen.
- Ep. 11Inside Daniel Cook's Philosophy — Fewest Rules, Return to the Human2026-07-01
A study of Daniel Cook (Danc)—maker of Triple Town and Cozy Grove, and author of the design blog Lost Garden for over twenty years—drawn from four of his own signed essays. We read his early idea of dissecting play into 'skill atoms', his obsession with the 'evergreen puzzle' that yields the most play from the fewest rules, his publicly told failures (a collapsed MMO, being cloned), the paradox of a 'puzzle-hater' who keeps building puzzle-like systems, and his arc from trust in systems toward a wariness about filtering out our humanity.
- Ep. 10Sam Barlows Philosophie — Den Behälter wegwerfen, die Geschichte im Verstand des Spielers aufführen2026-06-30
Eine Studie über Sam Barlow, Schöpfer von Her Story, basierend auf seinen Interviews und GDC-Vorträgen. Seine „Wirf den Behälter weg"-Philosophie, seine Obsession für echte Darbietung und durchsuchbare Struktur, der größte Misserfolg seiner Karriere — ein drei Jahre dauerndes, dann abgebrochenes Projekt — und wie er ihn sublimierte, sein Dilemma des Kontrollaufgebens und seine anerkannten Einflüsse, streng aus dem gelesen, was er öffentlich gesagt hat.
- Ep. 9Inside Maddy Thorson's Philosophy — Keep It Hard, Make It Kind2026-06-27
A study of Maddy Thorson (TowerFall, Celeste) built from her own blog, interviews, and GDC talk: a philosophy of keeping difficulty while making it kind, an obsession with fudging things "a little" in the player's favor, and the dilemma of authorial intent versus letting go.
- Ep. 8Patrick Traynors Philosophie — Design als Entdeckung, nicht als Erfindung2026-06-24
Eine Betrachtung von Patrick Traynor, dem Alleinschöpfer von „Patrick's Parabox”, anhand seiner eigenen Interviews und seines GDC-2024-Vortrags. Er nennt Rekursion „eine Wahrheit in einem Winkel des Universums” und positioniert sich als Entdecker statt als Erfinder. Der Artikel untersucht seine Designphilosophie, seine Hingabe an „Zugänglichkeit”, Scheitern und Überwindung bei Schwierigkeitskurve und Regelgestaltung sowie die Ethik des Entdeckers.
- Ep. 7Stephen Lavelles Philosophie — das Nichterklären zum Werk machen2026-06-20
Nah I don't feel like it — so lautete die knappe Antwort von Stephen Lavelle (increpare) auf die Bitte eines Spielers, die Gestaltung seines Werks zu erläutern. Dieser in London ansässige Entwickler, Schöpfer des kostenlosen Puzzle-Engines PuzzleScript und des Spiels Stephen's Sausage Roll, hat über 500 Spiele veröffentlicht, die meisten davon kostenlos.
- Ep. 6Alan Hazeldens Philosophie — Erst viel erstellen, dem „Denken" einen Namen geben2026-06-17
„Der effektivste Weg, ein großartiges Spiel zu erschaffen, ist, zunächst eine große Anzahl von Spielen zu erschaffen, die nicht großartig sind" — Alan Hazelden (Draknek), Puzzle-Designer aus London, schafft unentwegt „thinky"-Rätsel, die Mechaniken ohne Text, nur durch die Anordnung der Level lehren. Seine Philosophie, seine Überzeugungen, seine Misserfolge, Dilemmata und Einflussquellen werden anhand seiner eigenen Aussagen gelesen.
- Ep. 5Die Philosophie von Jeppe Carlsen — Puzzles werden auf „Vertrauen" gebaut2026-06-13
Eine Betrachtung von Jeppe Carlsen, Lead Gameplay Designer von Limbo und Inside und Schöpfer von COCOON, anhand von drei verifizierten Interviews. Seine durchgehende Philosophie von „Vertrauen" und „Spielbarkeit", seine Geste der Kompensation von Komplexität durch Einfachheit, der Schmerz des sparsamen Streichens von Inhalten und seine Einflüsse — Nintendo und Playdead — nur anhand verifizierter Originalzitate nachgezeichnet.
- Ep. 4In Tetsuya Mizuguchis Philosophie — Sinne gestalten, nicht Genres2026-06-10
Eine Studie über Tetsuya Mizuguchi — den Schöpfer von Rez, Lumines und Tetris Effect — anhand von vier seiner eigenen Interviews. Seine konsequente Philosophie, Empfindung statt Genre zu gestalten und darauf zu zielen, „Menschen zum Weinen zu bringen“, sein Dilemma darüber, was man einem Klassiker hinzufügen soll, und Einflüsse von Kandinsky bis zu einer einzigen Nacht auf einem Musikfestival, nachgezeichnet allein durch quellengeprüfte Aussagen.
- Ep. 3Die Philosophie von Arvi Teikari — Um zu ueberraschen, laesst er die Regeln selbst spielen2026-06-03
Meine groesste Motivation ist schicht der Wunsch nach Selbstausdruck. — Der finnische Solo-Entwickler Arvi Teikari (Hempuli) hat die Welt mit Baba Is You ueberrascht, einem Spiel, das seine Regeln als Wortbloecke auf dem Spielfeld auslegt und Spieler sie umschreiben laesst. Wir lesen seine Philosophie, Obsessionen, Misserfolgloese, Dilemmata und Einfluesse durch seine eigenen Worte.
- Ep. 2In Lucas Popes Philosophie — Wenn es kein Problem gibt, interessiert es mich nicht2026-05-31
"Wenn es kein Problem gibt, dann interessiert es mich nicht besonders. Aber wenn es eine Beschränkung oder eine Einschränkung gibt, dann bin ich plötzlich interessiert." Lucas Pope bezeichnet sich beständig als Ingenieur. Er kehrt alltägliche Tätigkeiten um, reduziert sie auf das Wesentliche und setzt auf die Vorstellungskraft der Spielenden. Eine Studie über seine Philosophie, seine Obsessionen, seine Fehlschläge, seine Dilemmata und seine Einflüsse, gelesen durch seine eigenen Interviews und Vorträge.
- Ep. 1Jonathan Blow — Das wahrheitsenthüllende Instrument und der Sinn, den er nicht preisgibt2026-05-30
Er sagt, Spiele seien Instrumente, die Wahrheit enthüllen, beharrt aber darauf, dass in seinem eigenen Werk die Bedeutung bis aufs Wort festgelegt sei. Eine Lektüre von Jonathan Blows Philosophie, Besessenheit, Dilemma, Preis und Einflüssen durch seine eigenen Interviews und Vorträge.