Jonathan Blow is a game developer who lives in San Francisco. He is currently working on The Witness, and is a partner in Indie Fund.
How do game designers go about designing puzzles? And what makes a puzzle good? With platformer Braid (2008), Jonathan Blow has created some of the most intricate and well put together puzzles in games based around the manipulation of time. With The Witness, Blow aims to create a giant, explorable island full of mysteries and puzzles. In this hour long interview with Dennis Kogel, Jonathan Blow will talk about designing puzzles for The Witness and Braid and the challenges of puzzle design in general.