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When creating this blockout, my process involved breaking down the level into rooms or areas and building them out one by one. For each room, I started with the flooring, then added walls, and lastly added the gameplay. After one room was complete, I moved onto the next in sequential order of how the player would discover them. This was done so that I could ensure each area worked, without it overly effecting the structure of surrounding areas.
In my design, I wanted to encourage players to explore alternatives routes, such as with the underground entrance at the beginning of the level. I also emphasized looping in a way that would not feel like backtracking. The usage of verticality, allowing the player to explore an area multiple times on different levels, was essential in this. An example of this is when the player enters the first floor of the games section at least three times, but can complete each time without ever backtracking/repeating actions.