Originally I was planning on the game releasing in December, but having the potential release date of the game pushed closer in time does wonders for figuring out design priorities. It was clear what levels we should include in order to finish by November 1st. Originally there were over 40 levels outlined (I was completely delusional at the time) and close to 60 monsters from small to gigantic. There will be more like 9-12 levels in the game, but these will definitely be the most action-packed and distinct levels from those originally envisioned.
Recently, I've somehow managed to convince Jack Mayer to help design some of the levels. Jack brings many years experience with him along with Xbox 1 development time! In order to make the most efficient use of two people (myself and Jack), we decided early on to rapidly prototype the enemies and the new levels. Jack is roughing in the level as I am prototyping the enemies. The rough art consists of building a skeleton for an enemy, and just using colored blocks on the bones. I do animate them but in a much less detailed manner. The programming for the enemy is created, but again not near to the same quality the final version will reach. The amount of polish for the prototype itself is a balancing act. The more polished you make it the more problems you may uncover early, but the more work it takes away from the final pass on the enemy or level.
Here's a test level with a prototyped enemy:


The benefit of all this early work is now the level designer can get the gameplay (enemies, hazards, vehicles) in place, more accurate, and more fun than without using prototypes and just jumping straight to polished assets. In addition we can find level art needs previously unknown, new enemy art needs, and generally new ideas can be figured out early on, rather than trying to shoehorn them into the finished assets. For the current level and enemies prototypes we identified the need for: new hazards on a climbable enemy, new attack abilities to balance an enemy's attacks better, and new environmental hazards to be used throughout the level to vary level pacing.
Without this early work we either would have never made these improvements, or we would have wanted to make them but at the cost of much more rework down the road.
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