Dissecting Design: How Braid Merged Action and Puzzle Design
For this week's dissecting design, we're focusing on Braid. Braid was one of the first big mainstream indie hits and kind of ushered in this "puzzle-action" kind of genre. I talked about how Jonathan Blow designed the game around abstract thinking, and built levels to teach the player his unique mechanics.
One correction: Braid was released in 2008.
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Upload Schedule:
Daily: One video looking at or spotlighting a game in the mid afternoon est. A Critical Thought Vlog later in the evening est.
Nightly:
Random Streaming of a variety of games on http://twitch.tv/gwbycer around 10 est.
Thursday night around 7:30 est we do a live show on http://twitch.tv/gwbycer with the recording up here the next day.
There will be special audiocasts that will be uploaded on the weekends, but that's dependent on finding guests.
Fridays: Our recorded livecast will be posted here on the channel.
Mondays: A Dissecting Game Design will be posted. My series examining a video game's design.
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About Me:
I'm Josh Bycer and I run the site Game-Wisdom, where I examine the art and science of games. Here on Youtube, I put out a variety of videos that consists of let's plays, examinations and more.
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