Level design was my job in Beyond Bounds. On the whole, I put the houses together into small villages and connected them with roads. Then the energy towers and the portals were sensibly distributed between them. Last came the decorations and the numerous destructible objects. For example, there are two cemeteries made of tombstones, trees and fences. Of course, the level was repeatedly tested and optimized during development.
The most challenging thing about Beyond Bounds, however, was that the game world kept repeating itself. Since the level was built and planned on a square surface, this led to a crucial difficulty: the objects located on the right edge and those on the left edge of the game world are actually next to each other, and not as one would assume farthest away from each other.

In this illustration, I have recreated the level schematically. In the white frame is the actual level. When the player leaves the top of the frame, he finds himself at the bottom of the frame. To show this better visually, the level was drawn beyond the frame. As you can see, there are distinct parts that are clearly repeated.
Only when you look at the world as it repeats itself, some relations actually become clear. For example, the portals (blue) seem to be in a row. But if you look at the portals outside the frame, you see that they can also form a triangle.
When designing the level in Beyond Bounds, the most important thing was always to look at the big picture and to test the level repeatedly.

This is what the level looks like in the Unity Editor:
