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Game Designers

Pattern induction, spatial layouts, and analogy across systems.

Game design is rule-induction in reverse · you design the rule, then the players induce it back. The toughest call is whether your rule is legible · whether playtesters can guess the next move from the previous three.

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Matrix Reasoning is rule-induction in its purest form · build the mental muscle players will use on your game. Spatial Rotation is the level-layout instinct that catches "this room reads from the wrong angle" before greybox is finished. Analogies trains cross-system thinking · the move that turns "this works in Tetris" into "and that is why it could work here too."

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