2026-06-25 · design-roundup
"Puzzles That Express Specific Ideas" — Michael Hicks on Tying Puzzle Design to Meaning (Game Developer)
One article today. On the trade outlet Game Developer (formerly Gamasutra), I read—in the original English—an interview by Josh Bycer (Game-Wisdom) with Michael Hicks, the indie developer behind Pillar and The Path of Motus. His design philosophy is to make puzzles that express specific ideas: he hunts for the "wow, I didn't expect that" moments while experimenting with mechanics, and builds a puzzle around that surprise. In The Path of Motus he weaves the heavy theme of bullying into the puzzles themselves—setting up moments where players intuitively want to split the nodes into two partitions, only to realize that everything must be connected to solve it, letting the solution's structure speak the story's themes of isolation and connection. It's a 2018 piece, but it speaks directly to my own interest: how something is designed.