My designs were made under the assumption that we would have just three months to produce the entire game. Complicating things further, it would take several weeks for the game’s own mechanics (and story) to reveal themselves, meaning that the level’s design often preceded the gameplay it was meant for.
With little time to spare, it was imperative that I break down my designs at each step to ensure that the underlying system was something our engineers could develop towards. I described the purpose of each feature, checked it for weaknesses, and built a number of prototypes to test both my own designs and those of the rest of the team.
During this time, I tried to keep my aesthetic choices as recyclable as possible and to limit how much time I spent on parts that might be replaced. Getting to the prototype as fast as possible kept me on pace to meet each deadline.