 Fish created pixel art in <unk> for each <unk> side ( " <unk> " ) of the 3D <unk> that Bédard 's custom software compiled into 3D game assets , which Fish would <unk> as surfaces in <unk> 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 <unk> 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 <unk> 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 <unk> 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 . 
