The largest and most complex of these is the game level pipeline. Going into BG2 we had an 8-stage process that we followed when creating levels for the game. Concept artist draws an isometric concept of the level. Models are created for the level. Models are placed within the level and then textured.
Lighting is done for the level, and then any final tweaks are completed.
The art piece is given to the designers so that the clipping, luminosity, height and search map can all be done. Creatures, items, traps and triggers are all added to the level. The scripting for the level is completed. By the end of the project we had found several weaknesses in the overall procedure. We found that we needed a better way to document the changes that were made to a game level during development.