Design Process
The following is an example of my design process using the level From the Shadows (https://jasonsloandesign.com/from-the-shadows/ ).
Overview: From the Shadows, a Gears of War single player mission, focuses on stealth combat as the player navigates a Locust infested industrial zone. The streets provide little opportunity for safe cover against the Locust Drone positions. To safely navigate the area, the player must shootout streetlights, create distractions, and have steady aim. The player takes the role of an unnamed special forces captain equipped with a sniper rifle modified with an extended clip and silencer.
Prototype
When designing a level, the first thing I like to do is to prototype the most challenging scripting, especially if it is something I have never even tried before. In this example, I created a small level where the player played something besides Marcus. I also worked hard on a prototype script of the light/stealth mechanic (seen with the two spot lights and floating propane tanks). I feel this step is very important for me as it helps me plan for technical difficulties during the rest of the design process. I like to see what I am getting myself in to.
Prototype Concept
Sketch
The next step is to design the map using graph paper, sticky notes, google sketchup, and/or Photoshop. I make a sticky note for each major gameplay moment I am trying to create. I then can lay them out on a table and swap them around until I have the entire level experience completed. After that, I transcribe the notes into something more permanent (in this case, it was done in Photoshop).

Photoshop Image of Level (at this stage the level was called, Avatar)
Whitebox
The next stage is whiteboxing the level. This not only allows for sense a scale but helps me plan for scripting the encounters for the level.

Player Start

First Street Corner/Encounter
“Alpha” Stage of Level
Not to be confused with the game’s Alpha stage, this “Alpha” sees a lighting pass, detail pass, and gameplay is nearly completed at this point.

Player Start

Side Building – First Room

Courtyard
“Beta”
During this stage, I add more detail to the level, it receives another lighting pass, and optimizing performance becomes a big goal. By this point all scripting is finalized.

Player Start
Final
A final lighting pass is done along with a higher quality light build. A few detail pieces are added.

Player Start- Final

First Corner – Final

Side Building – Final

Main Street – Final

Courtyard – Final
