There are three core aspects of environment design that Firewatch makes use of extensively in order to guide the player without making them feel that they are boxed in: landmarks, peaks and valleys, and visual contrast. Landmarks frequently provide a simple goal for the player to move to, such as the watchtower, and also establish a spatial relationship with the larger world. Peaks and valleys create a sense of extensive travel, without actually needing an extensive distance to be covered- instead, the sensation of travel comes from dipping into the valleys, and coming out over the peaks to a new area. Visual contrast comes into play with sudden points of darkness or colors that appear unnatural in the environment, either as a way of directing the player or guiding them away from a particular direction.












