Patrick Traynor

Independent Game Developer

Patrick Traynor is an independent and freelance game developer living in southern California in the United States. He focuses on programming, game design, and level design, and has been making games as a hobby and later a career for 14 years. In 2022, he released Patrick's Parabox, a mind-bending recursive puzzle game, which won the 2020 Independent Games Festival Excellence in Design award and currently has 3500+ Steam reviews with a 99% positive review ratio. He loves independent games, and is especially passionate about elegant puzzle games. He is currently pursuing more puzzle game projects, and working part-time doing puzzle design at Jonathan Blow's studio Thekla, Inc.

Patrick Traynor的議程


Puzzle design challenges from Patrick's Parabox

TBA
語言: 英文

This talk covers game design challenges and solutions from the development of the award-winning recursive puzzle game Patrick's Parabox, which was released in 2022 and has 3500+ Steam reviews with a 99% positive review ratio. The talk covers how the core mechanics of the game were initially discovered, how the puzzle rules and level design evolved over the course of the game's 4 year development, and various unique design dilemmas encountered and solved along the way. The talk also touches on puzzle level design philosophy, how to distill and refine puzzles and puzzle sequences, and iterating on level design based on playtesting. The talk also shows how a few unique recursive systems are programmed. And the talk presents a design philosophy of optimizing for best presenting a core mechanic and surfacing joyful moments to players.

This talk covers game design challenges and solutions from the development of the award-winning recursive puzzle game Patrick's Parabox, which was released in 2022 and has 3500+ Steam reviews with a 99% positive review ratio. The talk covers how the core mechanics of the game were initially discovered, how the puzzle rules and level design evolved over the course of the game's 4 year development, and various unique design dilemmas encountered and solved along the way. The talk also touches on puzzle level design philosophy, how to distill and refine puzzles and puzzle sequences, and iterating on level design based on playtesting. The talk also shows how a few unique recursive systems are programmed. And the talk presents a design philosophy of optimizing for best presenting a core mechanic and surfacing joyful moments to players.