Lessons of Design from Zoombinis
In his weekly "Dissecting Design" series, Josh Bycer took a look at the edutainment hit Zoombinis, and how it not only taught kids puzzle solving, but also effective design for game developers.
![](https://eu-images.contentstack.com/v3/assets/blt740a130ae3c5d529/bltba62518415cda0e2/652fe6ddbc479f8697ef691f/default-cubic.png?width=1280&auto=webp&quality=95&format=jpg&disable=upscale)
In this Dissecting Design, we're taking a look at Zoombinis, and how an edutainment title featured very smart achievement and difficulty scaling design that any game designer can learn from.
Sorry for the lack of sound, I had it set lower due to the loud music, but didn't realize it was that low on OBS, which makes a laugh I did halfway through not making a lot of sense for you.
0:00 -- Intro
3:07 -- General Puzzle Gameplay
8:28 -- Pizza Tangent
9:23 -- Trophy Room Achievement Design
16:32 -- Final Thoughts and Lessons Learned
Check out the Game-Wisdom YouTube channel for daily videos and new Dissecting Design pieces each Monday.
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