
Braid had already appeared at two GDCs before I ever got involved. Jonathan Blow, its creator, showed Braid's time manipulation puzzle-platformer gameplay at a couple Experimental Gameplay Workshops, and an Independent Games Festival, where it won an award for game design. Minus some polish, it was nearly a finished game: playable, coherent and individualistic. Visually, though, it was primitive. Its blocks, spikes and ladders were utilitarian, communicating merely the elements of platformer-ness. It could have remained a visually simple game, but it already contained hints that it wanted to be more, to express itself across the full multi-media palette available to video games. ... Hired as visual artist in the summer of 2006, my challenge was not only to clearly present Braid's mechanics and behaviors, but to help tell a story that was anything but literal: part anecdote, part artifice, part philosophy.







