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When we set out to make Nurikabe World our goal was to present the classic pen-and-paper puzzle as a 3D landscape. From the start, we had one core rule: never let the graphics interfere with the puzzle. In this talk, I will present the art of Nurikabe World and the lessons we learned along the way.

Puzzle Design through Curriculum Design
Gwen C. Katz, Nightwell Games
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