Okay, first public attempt level analysis to show how it guides the player so chose a relatively simple one.

Context is important. The player is in a safezone, intending to leave. Genre and game feel will effect how the player interacts with the world. Gods, action-adventure.
Lines and Framing: The bridge and terrain curve in the direction of the objectives with each of these pillars framing the players path. The crooked pillar both blocks off |\| a potential frame and points towards the objective. The only jagged lines are stalactites pushing...
..towards the ground passively directing the player to go down to the boat. This can tie in back to the context, the outside world is dangerous and unknown. All the stalactites within the safezone are rounded. The objective is shown to the player alongside the paths flow there.
Colour and Light: There is a clear separation in the scene between cold and warm colours. The cold harsh outside world is the intended destination so having a very clearly visible separation helps direct the player. It also catches the players eye as the boats refection and ...
.. brightness is the standout within the frame. The lanterns are also dotted like a trail of breadcrumbs for the player to follow,

There is a lot going on in the scene and a lot more not mentioned like motion/audio etc.
One technique is not enough to guide a player. Some players will pick up on one thing but not another, subconsciously or actively. Think about what the game is in before designing. How would this be different if the protagonist wasn't a God with a temper?
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