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.
[01]
From Indie Idea to Release
LINK TO THIS SECTIONTetragon 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.
[02]
Two Mechanics, One Spatial Language
LINK TO THIS SECTIONI 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.
[03]
Four Regions & a Narrative Arc
LINK TO THIS SECTIONI 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.
[04]
Tower Movement & Puzzle Parameters
LINK TO THIS SECTIONParts 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.
[05]
Rotation Totems & Consequences
LINK TO THIS SECTIONPlayers 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.
[06]
42 Puzzles, Direction & Playtesting
LINK TO THIS SECTIONI 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.
