I was the internal lead artist and point of contact for the outsourced level team.
The map is built by the massively talented people at Sperasoft led by master genius Igor Gorkovenko.
The tutorial levels were build almost completely out of scope from the project, requiring some creative workflow maximizing our returns from work that has already been done on the project, both in terms of direction (building imitations of the base game levels) and in terms of content (kitbash and set dress with old assets). All the time taking advantage of the fact that it is supposed to look improvised, so we improvised. Fantastic decisionmaking by Alexander Grishchenko.