Gnog-udviklerne Samuel Boucher og Saleem Dabbous fortæller os på E3 om deres kommende puzzle-spilm om om titlens mange lag af det udirigerede gameplay.
"Basically you explore those giant monster heads, and each head has a little puzzle to solve inside of it," forklarer art director Samuel Boucher, "but it's really about interacting with things; like opening jars, moving things around, and you'll discover little secrets in those heads."

Boucher fortsatte med at uddybe spillets elegante simplicitet:a <i>"There's many layers to the game. The music changes as you interact with stuff, and the visual changes too; when you interact with the inside, the outside changes."
"It starts off feeling simple,"tilføjede studio director Saleem Dabbous, "but as you play you uncover the different layers that are all operating at the same time, and you understand that through play that actually all of these things that seemed like they're their own thing are actually connected to each other, and what you're doing in one head is affecting another head, and changing the puzzle, changing the soundscape, and that simplicity reveals itself into a larger puzzle."
Gnog udkommer til PlayStation 4 og Morpheus næste år, og vil senere komme til PC og iOS.