Months after finishing my internship, the game's producer contacted me to invite me back into the team; thanks to government subsidies, they were able to offer me a part-time paid position.
He mentioned my leads were very happy with my previous work and performance, and that they wanted more help with the rest of the game.
During my part-time contract, I worked and built upon several aspects of the game's level design. My biggest contributions to the project were the following:
-Complete re-design of the central Tower's exterior and interior, while keeping visual style. (Accomodate current puzzles, making room for future ones, more visually striking and silhouette-like)
-Sectioning of the Tower in sublevels, available for loading and unloading, and sequencing. (Depending of game's progression, cinematics)
-Designing ending sections of the different Tower floors. (Finishing last puzzle, players ought to approach with anticipation, and are to be rewarded for their efforts)
-Re-implementation of puzzles on the Tower's first floor, "Plants". (Room distribution, visual guidance, spatial design, pacing)
Diagrams and early concepts of my puzzle spatial re-designs.
-Spatial design of all remaining puzzles.
-Implementation of all remaining puzzles into the different Tower floors. (Animals and Machines sections, with respective pacing and story-beats)
-End-game design. (Two choices, visual impact, anticipation)
-General feedback on game-design and mechanics. (Riding mechanic, camera FOV, Souls-like visions...)