I've been quite hard at work on tech behind the game that I felt like I was slipping away from my "core" which is level design. I reviewed the block out that I made a few weeks ago and started breaking it down gameplay wise. I immediately thought "I can do a whole lot better". So I kept some ideas from this previous block out and started another one which would better support stealth and the "smooth navigation" that I had in mind. Sometimes I just have to put something on screen and take it apart later to keep only the good ideas and make something better. Also from a more environmental storytelling/art point of view, the previous environment didn't really convey that whoever was living there was excruciatingly rich and vile (simply from a geometry stand point... because you can prop out a scene a make it feel a certain way, but the result is much more powerful when it comes from both the geo and the props). As I mentioned in one of my Level Analysis, making use of very tall geometry can convey things such as power, boldness, grandeur and so I'm definitely going to use that in here. It serves both the purpose of adding verticality to the level and informing the player of who lives there (attitude wise). That a pretty rough piece of it that I worked on today. Documentation will follow (layout/ideas/notes/high concept that sort of thing).