(These designs are part of a larger Feature Design Document)
The design problem our team was trying to solve was: How can we create instrument-based towers that 1. provide players a variety of possible strategies and 2. capture the feel of the instruments they're based on?
Something that made answering this question both easier and harder was that this design task started as someone else's. By the time we needed the tower designs done, the teammate assigned to them was burnt out due to their heavy workload, so I offered to take on this task since I had the bandwidth.
This meant a lot of things (like tower placement and general functionality) had already been done for me, but it also meant I had to coordinate my new designs with the intended vision of the original teammate assigned to this.
I kept the designs cohesive by frequently consulting the notes my teammate had taken on their ideas and thought processes, and asking clarifying questions when I wasn't sure about something. I filled in any gaps in the planning using my own design philosophy to create something that executed on both my vision and my teammate's.