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Game Design Breakdown
From Concept to Challenge: Crafting Puzzles from Paper to Engine
The idea of Tetragon's puzzles is closely related to the famous puzzle game, the magic cube. In the magic cube, players need to rotate parts of the cube to organize each side with the right color. In Tetragon, they need to move and rotate the pieces until they achieve the correct arrangement and then reach the portal to the next level. Even though it's not exactly the same thing, I was greatly inspired by it.
When I am creating puzzles for Tetragon, I start on paper. This helps speed up my brainstorming of the levels. The foundation of my ideas is always to create a silhouette within the level, working with the concepts of negative and positive space. The silhouette of each level is important because it also communicates to the artists what kind of environment they will create after the puzzle is completed.
From paper to the game engine, I then proceed to build the puzzle in Unity. My idea is to first create the starting point of the puzzle and walk around with the main character, Lucios, to understand how it feels to navigate this level. Puzzle and level design in Tetragon go hand in hand; it's a balance between a puzzle with a satisfying resolution, logical consistency, and a level that tells a compelling story with captivating landmarks and scale.
Puzzle Design
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