DESIGN-ROUNDUP · 2026-06-17

"The hacking was always there" — Capcom's Pragmata and the design of simultaneous puzzle-shooter gameplay (Game Developer, April 2026)

Tsumiki Design Roundup — June 17, 2026

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FEATURED ESSAY · 2026-06-17

Inside Alan Hazelden’s Philosophy — Make many first, then name the 'thinky'

“The most effective way to create a great game is to first create a large number of games which are not great.” London puzzle designer Alan Hazelden (Draknek) has spent years making “thinky” puzzles that teach their mechanics through layout rather than text. We read his philosophy, obsessions, failures, dilemmas and influences through his own statements.