Jeppe Carlson (Playdead): 4:30pm
(official GDC brief) (note: I was 5 minutes late)


puzzle designer discusses his process for designing much-lauded physics puzzles in recent indie game hit, Limbo.


Mostly interesting to hear about the tools they used. One of their programmers created an AI element which automatically playtests the level every time you compile it (run the level, and instantly see what most players would do in it). I think this was a huge insight into why the game turned out so well. Ingenius idea (to simulate the average player). Continue reading

Posted in GDC.