Now I'll show the complete breakdown of how I visually direct the player towards their destination. I will also cover obstacles, parkours and clues along the way as they're a part of the visual design. And as a general rule of thumb, I placed all crystals in a way that it should direct the player naturally.
1) In the first part, there is actually only one way to follow. A subtle light source also directs you towards it.
2) You can now see that the gap between the platforms is too big. A jump would be lethal, but hopping over the flat-surfaced crystals could be a solution. You just got to find out how to get there.
3) On the same location, you spot a pickaxe that could help you find a way through.
(unlocks the 'Excavate' mechanic)
4) Walking back, you notice two brittle, lackluster looking crystals. Using the pickaxe, you can actually get rid of them and progress.
(Comparison shot)
If the crystals were to be bright and intact, a pickaxe wouldn't suffice to break them.
5) After completing the first parkour, there is a scenery which shows you your point of interest. The moon and its light is positioned this way to draw the player's attention. Simultaneously, there's an odd green light coming out of some sort of mechanism. You keep an eye out for more.
6) Walking a bit further guided by the trail fencing, you encounter a huge boulder blocking your path. You can see you destination behind it and a dull crystal carrying the boulder's weight.
7) After removing the boulder, the moonlight shows itself again along with an object sticking out beneath it. Flat-surfaced crystals tell you where to go. After inspecting the yellow light, you proceed further.
8) You encounter a very narrow passage filled with crystals. Something else lies ahead, but it's your only way to go to.
9) You triggered a trap and a massive boulder is falling on you. While running away, you can see the shadow of the boulder because of the placement of the moonlight. (I used that as foreshadowing)
Simultaneously, you tracked a red light hidden behind a crystal during your escape.
You inspect the red light and proceed.
10) You reached a platform surrounded by trail fencing along with a strange looking device. You can turn the wheel, and suddenly a path opens.
11) During this scene, it should be obvious how to approach your final destination.
12) You reached your destination and noticed the same wheel mechanisms used here too. Even the colored light sources are familiar. There is only one problem, you recognized the mist too, which is poisonous. You only got one shot to solve this puzzle and need to take a leap of faith with the information you've gathered so far.
13) The camera switches to top view in order to give the player more overview during this time-pressured event. I used a triangle composition for this shot.
You turn the wheels in the order of which the light appeared throughout the excavation site.
A flash of light hits you and the colors of the crystals have changed. The spell is broken and a vibrant light is shining through the panels of the puzzle. The panels start to descend and so will you, to reach the next level.
Although it was not recommended to create all the assets yourself, I really wanted to create an environment and experience that was mostly made by me. I minimized the work I'd have to put into modeling and texturing by only making what was necessary to create a visually steering experience. Almost every asset is sculped in Zbrush and hand-painted in Substance Painter. Metallic assets are not hand-painted.
The smaller assets. A variety of different crystals was necessary to prevent the players from noticing repetition. The trail fencing is modular and has a straight and a curved version so it would fit all the platforms.
The rocks, platforms and boulders are (if applicable) textured and modeled from both sides, which gives even more variety in shape and texture if you rotate an assets.
In comparison to all the other assets, this model has more details and stands out. This is what it is supposed to do since the puzzle is your main objective.