Above is an example of how our main area evolved during development; we wanted the areas as circular as possible to keep players from getting lost while still making the city feel large and full. We placed important locations along the main flow, and interactable characters and items along side paths.
We started every level with a paper version, quickly blocked out and workshopped with the team to get a feeling for what the area would feel like. Once we decided on a design we liked it was time to get into engine.
The first whitebox was always rough, putting walls and items in as unattractive grey blocked models or, horror of horrors, BSP's. We adjusted this area several times to increase interest, flow, and player involvement. We had a lot of feedback from instructors and peers at this stage and we changed sizing and locations, including removing our 'Garden' area completely.
All the placeholder was removed, replaced by finalized art assets until we had the look and feeling we were going for.
We lit and set dressed in stages, to make sure things were interplaying in the ways we intended.