Last year I had the opportunity to give a talk at GDC 2024 about the design philosophy of the Relic Ruin environmental puzzle spaces for Horizon Forbidden West. The talk goes into detail on how we designed the spaces to make them inviting to enter when players are walking around in the open world, but also how we made the puzzles themselves fun and engaging.
It’s interesting to create a talk like this, since it made me reflect on five years of designing various environmental puzzles at Guerrilla. During that design process everything came quite naturally, without thinking too much about structures and reasons why I approach things in a certain way. But when making a talk for other designers, I analyzed those five years of design work and tried to formulate things in ways that are broadly applicable. This led me to define a thing that we’ve been calling “radial design”.
