CASE STUDY 003 / PUZZLE DESIGN & DIRECTIONINDIE PROJECT / SEVEN-YEAR JOURNEY

Tetragon.

Creator and Game Director, designing all 42 puzzles and leading the journey from an indie idea to release.

42PUZZLES DESIGNED
04WORLD REGIONS
02CORE MECHANICS

Puzzle Design & Creative Direction

As Tetragon’s creator, Game Director, and Lead Level Designer, I designed all 42 puzzles around tower movement and 90-degree world rotation. I shaped four-region progression, wrote story arcs and cinematics, and directed art and VFX through a seven-year journey to release.

Scope
42 puzzles across Fruitful Forest, Gnik Castle, Deep Woods, and Ancient Stones; released on mobile, consoles, and PC.
Design approach
Tower movement limits, routes to rotation totems, spatial metrics, and repeated playtesting shaped the puzzles and learning progression.
  1. [01]

    From Indie Idea to Release

    Tetragon began as an indie project and grew into a seven-year journey to release on mobile, consoles, and PC. As its creator, I developed the idea and established the studio partnership that helped bring the game to life.

    In 2018, I began creating levels and directing the game. Level and Puzzle Design were my hands-on focus, alongside leadership and creative direction.

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  2. [02]

    Two Mechanics, One Spatial Language

    I chose simplicity from the concept stage: tower movement and world rotation are the two main mechanics. Combining them let me create a continuous sequence of mazes through which I could tell the story.

    Level Design is the foundation of the gameplay. Spatial relationships and consistent metrics make the mazes challenging while keeping their possibilities readable. Each puzzle has the same objective: reach the portal to the next level.

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  3. [03]

    Four Regions & a Narrative Arc

    I divided the world into four environments, each with a distinct role in the learning curve and story. I wrote the story arcs and cinematics across all four regions.

    • Fruitful Forest

      A calm introduction to world rotation and tower movement. Each puzzle encourages exploration and confidence in the core mechanics.

    • Gnik Castle

      New features expand the puzzle vocabulary while cinematics and story beats build toward an important midpoint event.

    • Deep Woods

      The most complex puzzles and multiple paths challenge players to combine world rotation and tower movement.

    • Ancient Stones

      Removing player powers eases puzzle complexity while creating a peaceful but deadly environment before the boss fights.

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  4. [04]

    Tower Movement & Puzzle Parameters

    Parts of the terrain are movable. As the Level Designer, I chose which towers the player could manipulate and how far each one could move, using a set of parameters.

    For example, one tower could move up a maximum of two tiles, while a neighboring tower could move up four. The player would need to position the neighboring tower first so the two could form a staircase. Movement limits turn simple geometry into a sequencing puzzle.

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  5. [05]

    Rotation Totems & Consequences

    Players can rotate the world only when they reach a rotation totem, making the route to each totem part of the puzzle. Activating it turns the world by 90 degrees and gives the player a new perspective on the level.

    Rotation can leave the player in a situation with no way back. I used that consequence as part of the puzzle structure, requiring players to consider how a turn would change their route.

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  6. [06]

    42 Puzzles, Direction & Playtesting

    I designed all 42 puzzles and directed art, cinematics, and VFX to bring each level to completion. My role connected the playable layout to its final visual and narrative presentation.

    I coordinated QA through playtest cycles and took the game to events to gather direct feedback from players. Playtesting and iteration guided refinements to the puzzles and their progression.

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Case study by Alexandre Chaves, Senior & Technical Level Designer.