1. Research the game, dynamics & finding the fun
Before starting the design process I’ll do research into the game I’m designing for. Breaking down the pacing, different dynamics and where the fun is to be had. This will dictate the direction of concept and action bubbles for the levels.
(picture) In this breakdown I looked at the different encounters a typical Skyrim dungeon contained and how that affected the difficulty curve and pacing. Furthermore noting how it’s ‘valuable’ loot was distributed per room.
2. Brief, concept and design goals
When I receive the brief I’ll make a rough plan of the type of gameplay and aestetics according to constraints and gameplay pillars. With this in mind I’ll create a draft of what the goal is for each area gameplay and theme wise and present it to my lead.
(Picture) This image shows the kind of gameplay spaces I wanted to create for the Wet Wind Hollows. Here, I paid attention to size of gameplay spaces, tempo, type of encounters and theme.