top of page

Puzzles

One of the design choices that I wanted to experiment this semester was puzzle design, I am quite a big fan of Jonathon blow who is also a games designer who uses puzzles in such an innovative way I wanted to try to use these innovative technologies into my prototypes, but unfortunately, I was quite behind in work and I had other matters look at before the puzzle design can be properly be implemented, but after work, after work, after work then I realised that I didn't have enough time to use the puzzle design into my game, so that means that I failed in one of the design goals that I set for myself.

I am quite a perfectionistic and very goal orientated person, and when I fail in achieving my goals I feel absolutely terrible. To me it's more than just achieving a goal, it's about emotional fulfilment, when I pursue a goal as hard as I can and when I succeed I feel on top of the world and nothing can stop me but if I fail as I mention previously I feel terrible. I put a lot my emotions into my goals essentially.

Looking back I think the reason why I wasn't able to implement any puzzle design into my game was to poor task and time management, and especially time management. Managing time has always been quite a struggle for me personally because I always overestimate how it will take me with making design and underestimate how much work it is involved. Plus I am quite an obsessed person, so I focus on one thing to exclusion to everything else.

I think what I have learned from this experience is to make a solid plan from the beginning when creating and producing so that you know how long you're allowed to work on that design.
 

bottom of page