On Ghostrunner there was a lot of back and forth between me and the lead designer at One More Level. I was handed open levels that only contained a floor and occasionally enemies or an objective. The rest was up to me to design, art, light and vfx.
The linearity of the levels was a hard requirement so every area had to be built with the previous- and next one in mind. Even if it was made by someone else.
On Ghostrunner I worked on 4 different areas that each had their own visual theme, kits, requirements and challenges.