Minute
When designing the level of Minute, it was a challenge as it was built vertically instead of the usual horizontal levels that I have been used to. I stuck to the core concept of Time, placing focus on the play area and verticality. The idea was to create moments of intensity as well as to keep the fun element in mind. Pushing for this, the levels, enemies and systems were designed in ways that could accentuate it.
In addition to this, I was paid extra attention to placing props, designing them to look natural but playable all the while using the layout and props to tell parts of the game's story and lore.