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Related essays
"The Way You Solved the Last Puzzle Becomes the Next One" — Richard Hogg on Designing Wilmot's Warehouse's Author-less Puzzles
One piece today: a 2019 "Game Design Deep Dive" for Game Developer by Richard Hogg, co-developer of the warehouse-sorting puzzle Wilmot's Warehouse. The designer doesn't author the puzzles — players make their own and then solve them. I summarize that idea and how real warehouses became a design tool.
Tsumiki Design Roundup — 2026-08-22
One piece today: an August 17, 2026 Game Developer article on how the 90s-horror-styled solitaire game Forbidden Solitaire became an unexpected hit. Developer Grey Alien Games' Jake Birkett traces the design back through a lineage of earlier titles — the switch to tri-peaks/golf rules, and shops, RPG combat, and elemental spells layered on one game at a time.

