The art of a Pass: Gameplay
This is where rubber really starts hitting the road. Using the results of your tests of the Layout stage, you should have a good idea of space in your environment and build on it. It is going to be ugly kitbash it if you have to, even if it only sort of works. That isn't important, what is important is that it can work and be tested. This is a step that often many folks get hung up on, begin worrying about little details that should not dealt with. That said, I'm going to contradict myself and mention that some basic optimization should be done now. It may seem odd with crude nothings in place, but it is still part of a good pass and should be tackled. It also avoids problems like the image below where aspects like RoomBounds or RenderVolumes just wont fit right in the space you had intended. Next up we're going to be looking at a bastardized 'ship-it' quality tomorrow.