When I first got hired on to work at BottleRocket back in June 2007, we were only just starting to put together a prototype for Splatterhouse. If you're somehow unfamiliar with the IP, just do a quick search on Gametrailers or something and you'll figure out the gist of what it is.
Ready to continue? Cool. The prototype came together nicely and we were given the green light to begin development on the full game, which began later that fall. And almost immediately, I joined a team of three or so working on the first act of the fourth level... Shantytown.



Now, I DID work on other areas of the game (most of that work doesn't survive in its current form, sadly) but Shantytown became my personal responsibility. It was my albatross, in a way. The environment artists were spread pretty thin across the entire game, so each person was in charge of their own little thing. I got Shantytown.
Shantytown wasn't so much designed as it was assembled. There was never any concept art in the beginning, only style guides, and the level stub was a gray, linear corridor. After the initial month or two, the other people I was working with got moved off to other areas of the game, and it was up to me to take a handful of tiles and build a full-scale level with it. The dictates of the level design were constantly changing and evolving, so I had to be prepared to tear up completed sections and rebuild them on the fly. The whole level was probably rebuilt from scratch at least four or five times. That's how fucked the situation was.



Despite everything, I'm proud of what I was able to accomplish. In addition to assembling the level, I created about half of the smaller repeated shanties and a couple of the larger ones. I also made the majority of the incidental props and items that are continually reused, as well as nearly every unique (non-repeated) element or landmark in the level. But I don't deserve all of the credit. Several people contributed assets and textures (and from time to time, concept art) including Kip Carbone, Jason Touchman, Ed Magasino, Roberto Zavala, Dave Wilkins, and Jeff Merghart.
I lived in that bit of headspace for a year and a half. Now that I'm no longer on the project I'm a little sad to have lost that familiarity.
But only a little.