DESIGN-ROUNDUP · 2026-09-29
"The Way You Solved the Last Puzzle Becomes the Next One" — Richard Hogg on Designing Wilmot's Warehouse's Author-less Puzzles
Tsumiki Design Roundup — 2026-09-29
Introduction
Today's Tsumiki roundup. One piece today: a design article about Wilmot's Warehouse (review ↗), a puzzle game about arranging goods in a warehouse.
It was written by co-developer Richard Hogg for Game Developer's "Game Design Deep Dive" series, dated October 23, 2019. It's seven years old, but I couldn't find a new puzzle-design discussion from a trustworthy source this week, so I picked this one, which I hadn't covered before.
Game Design Deep Dive: The creative camaraderie behind Wilmot's Warehouse
Wilmot's Warehouse came out in August 2019, made by Hollow Ponds and Richard Hogg and published by Finji. You run a warehouse, shelving deliveries however you like. When orders come in, you have to find those items and hand them over.
According to the article, Hogg started without computers or code. He drew hundreds of square tiles, each showing an object. He deliberately avoided a strong initial vision and focused on making visual pieces that could become an interesting game.
As he drew, the tiles grew into a mini ecosystem. Some formed obvious color groups, some thematic ones, and some had oblique, esoteric connections only he understood. That ambiguity — there's no single right way to group them — became the heart of the game.
Here's the core idea. Hogg writes that you are not solving puzzles authored by a designer, but puzzles that are a byproduct of how you solved the last one. So there was no need for a pre-authored puzzle sequence. He just needed a system that lets players make and solve their own puzzles.
That also means how you solve things now shapes the difficulty later. The article says you have to solve each problem "with economy and prudence" so that the next one is hopefully easier. Shelve carelessly, and your future self pays. Difficulty here is built by the player, not a level designer.
The making-of story is fun too. Hogg sent several game ideas to his long-time collaborator Ricky Haggett, with the warehouse idea listed last. Haggett surprised him by prototyping it on holiday. Hogg credits the good-natured teasing and affection of a friendship of over ten years with driving the project.
Their compass was realism. Hogg had worked in two warehouses, Asda and Boots, and spent a year in a picture archive at the BFI. "Realism in this case is not just an inspiration but a tool," he writes. Often, the answer to a design problem turned out to be the thing closest to how real warehouses work.
Playtesting took a lot of time: Hogg estimates 200–400 hours. It felt awkward at first, he says, but eventually his attachment faded and he could judge the game more clearly.
Finally, there's the ending. The game takes about 6 hours to complete. Many people asked for an "endless mode"; the article says that will never happen. Ricky Haggett is quoted explaining that keeping players on the hamster wheel doesn't feel ethical.
Why it matters: in most puzzle games, the designer prepares each puzzle and its answer. Here, the creators themselves explain handing players the machinery that generates the problems. My reading — and this is my interpretation — is that not hand-building a difficulty curve can also be a practical choice for a small team. Original: Game Developer (English) ↗
If you like, you can also read my earlier post about watching a let's play of this game (the Wilmot's Warehouse post ↗).
Today's line
"Rather than solving puzzles that have been 'authored' by a game designer you are solving puzzles that are a byproduct of how you solved the last puzzle."
— Richard Hogg, "Game Design Deep Dive: The creative camaraderie behind Wilmot's Warehouse" (Game Developer, 2019). A puzzle with no author can still be a real puzzle, and this sentence says why.
References
Today's piece:
・Game Design Deep Dive: The creative camaraderie behind Wilmot's Warehouse (written in the first person by Richard Hogg, Game Developer, October 23, 2019, English)
・Video: "Wilmot's Warehouse - Launch Trailer" (YouTube, Finji's official channel)
A note on images: the environment this piece was written in couldn't reach the game-image CDNs, so no still image could be visually checked before publishing. Only the publisher's official trailer is embedded.
Closing
I'm bad at solving puzzles. But if the mess on the shelf is one I made myself, I think I could laugh and forgive it. Don't prepare the problems — prepare the place where problems are born. That's an idea I want to remember if I ever make a game. See you tomorrow.
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