-Animals 2:
Firstly, I was asked to brainstorm several ideas for the possible level, and the only requirement they gave me, was that it had to feature a riding section, introducing this new mechanic into the game. I was told to take my time, and after I had 3 different ideas sequenced, I had a meeting to discuss them.
Once the meeting was over, I came out with a more unified idea. My leads had taken their favorite sections out of the 3 sequences, and told me to make the level around them, so, I went back to work right after!
I began writing a more polished LDD, featuring a full layout of the different sections of the level, and accompanied by a sequence, describing the puzzles and procedures required to progress (and also possible cutscenes); a high-level descriptions of the areas where the action would take place; an intensity graph, color coded, and describing the key moments and emotions that the players should go through, and finally, a list of possible technical difficulties.
Once finished, I submitted the LDD to my team, and, as soon as it got approved, I dove right into the editor (Unreal Engine 5.3).
Here's one of the LDD's I wrote while working on Acariño (writen in Spanish ) →