Telling A Story Outside of the Box
In order to break upp the pattern of many of the long walls in the level, as well as to create more interesting siluhettes of the surrounding environments, I asked the graphical artist Marie Flood to create a rock.
I figured with the limited time we had, one scaleable and rotatable rock would be enough to create some diversity in the environment, and that turned out to work just as intended. I also asked the programmers to enable object scaling (which didn't take much time) so that I could scale the rock in order to pass each rock as an original mesh.
Among other things, the walls now looked like they were carved from a mountain and the whole level felt more authentic as a result.