For this project, I was working as a technical game designer, where my focus was on understanding the engine usage and limitations. The idea was that I was being taught the ins and outs of the engine by the programmers. I was the point of contact for designers and artists, and if I was missing tools or encountering bugs, I could request them. For new assets, I was responsible for the implementation of them and the creation of prefabs. Level design block-outs were created by other designers, and I was then able to set dress them. This workflow was needed, because I understood the technical and implementation limitations.