As soon as the graveyard level was functional, the design for the following area began.
Thanks to previous game design work, I already knew the location and story beats that were going to be present in this level, so brainstorming and designing the spaces was much more quick. The final designed level would feature a chocolate house, set in a beautifully flower-filled valley (up to players imagination), with two different interiors.
The first interior of the house, the second part of the level, required some heavy iteration, since the first prototypes had some difficulties (being too large, problems with geometry, not enough guiding...), but other than that, it was pretty smooth sailing. At the bottom of this page, you will find a comparison between the different versions of both levels, with some explanations over them.
At the same time as this, I was also tasked with the writing of an LDD section, for a more general GDD. This was irrelevant for the development of the game, since I had already finalized the sequence and verified with the other leads that everything was feasible, but nonetheless, it was a requirement for the assignment.
This LDD featured a high-level description of the areas, the sequence for the completion of the levels, the layouts of the spaces, a flowchart and an intensity graph.