 Fish created pixel art in Photoshop for each tiled side ( " trile " ) of the 3D trixel that Bédard 's custom software compiled into 3D game assets , which Fish would extrude as surfaces in Fezzer to build levels . Fish found the level design process " overwhelming " , and Bédard has said he was relieved that it was not his job . Fish compared his design process to playing with Lego blocks , and planned the more involved levels in graph paper to first visualize the 2D views before building the levels in the 3D software . The levels and puzzles were not preordained in a design document , and many of the drafts levels scrapped in 2008 resurfaced to be used later in the production process . So as to fit the rotation mechanic , the levels were made tall instead of wide , and the first part of the game was designed to acclimate the player to 2D controls before introducing the 3D element . As they worked , Fish first proposed ideas that Bédard would implement . The two would then discuss and fine @-@ tune the addition — they worked well together . 
 Fish created pixel art in Photoshop for each tiled side ( " trile " ) of the 3D trixel that Bédard <a href='null_genetive' title='1'><mark>'s</mark></a>custom software compiled into 3D game assets , which Fish would extrude as surfaces in Fezzer to build levels . Fish found the level design process " overwhelming " , and Bédard <a href='been_done' title='2'><mark>has</mark></a> said he was relieved that it <a href='negative_concord' title='3'><mark>was</mark></a> <a href='negative_concord' title='4'><mark>not</mark></a>his job . Fish compared his design process to playing with Lego blocks , and planned the more involved levels in graph paper to first visualize the 2D views before building the levels in the 3D software . The levels and puzzles <a href='uninflect' title='5'><mark>were</mark></a> not preordained in <a href='None' title='6'><mark>a</mark></a>design <a href='negative_concord' title='7'><mark>document</mark></a> , and many of the drafts levels scrapped in 2008 resurfaced to be used later in the production process . So as to fit the rotation mechanic , the levels <a href='uninflect' title='8'><mark>were</mark></a> made tall instead of wide , and the first part of the game was designed to acclimate the player to 2D controls before introducing the 3D element . As they worked , Fish first proposed ideas <a href='null_relcl' title='9'><mark>that</mark></a>Bédard would implement . The two would then discuss and fine @-@ tune the addition — they worked well together . 
Fish created pixel art in Photoshop for each tiled side ( " trile " ) of the 3D trixel dat Bédard  custom software compiled into 3D game assets , which Fish would extrude as surfaces in Fezzer to build levels . Fish found the level design process " overwhelming " , and Bédard done said he was relieved that it ain't his job . Fish compared his design process to playin wit Lego blocks , and planned da more involved levels in graph paper to first visualize the 2D views before building the levels in tda3D software . The levels and puzzles was not preordained in design no document , and many of the drafts levels scrapped in 2008 resurfaced to be used later in thdaroduction process . soo as to fit the rotation mechanic , the levels was made tall instead of wide , and the first part of the game was designed to acclimate thedaayer to 2D controls before introducing the 3D element . As they worked , Fish first proposed ideas Bédard would implement . The two would then discuss and fine @-@ tune the addition — they worked well together .