Once a level’s rooms are all in place, the game really starts coming together. Perhaps the level is playable from start to finish, and maybe it’s fun too! But we’re not done yet. It’s at this point that the team really starts scrutinizing the level as an organic unit, then revisit everything one sequence at a time as we block in more final placements and smooth out rough parts. The result should be a ‘done’ level where only final touches remain! For Specter of Torment, that process took about 4 intensive months.