Talos Principle Post Mortem
This game was unexpected since Croteam had typically made first person shooters.
Game design must be reactive, you don’t know what the end product will look like.
When designing a hacking / jamming tool for Serious Sam, they realized that using the jammer from a distance could make for a fun puzzle game.
Some good stuff on puzzle design and structuring the flow between puzzles so people don’t get frustrated.
creating “rest” and other things to do between puzzles.
automated testing bots and in-world bug reporting
The philosophy of the game was a reflection of what the croteam guys talk about over lunch