I'd ask for you to explain a good bit of what you mean, but I'll give it a shot. We have concept artists that create specific objects for the game, as well as some of the design of the environment and/or architecture in the stages. I create a whole load of different ideas to put into a level and setup for the visuals; whether they are based on our artwork or based on a concept that was never reached to it's fullest potential (such as the GHZ from Sega Superstars Tennis). I get our level modeller to study the basics of Genesis-era Sonic level design, as well as focus on some elements of Sonic Adventure; so they can create a solid and well-rounded stage layout. The modeller also is the texture artist, and the only time he isn't is when he has too much work to do. If that is the case, then object texture artists take on that job as well. Objects are usually modelled by a seperate person that isn't the stage modeller, unless the stage modeller wants to help on that as well. After creating all the objects and designing at least the majority of the stage is whenever we start adding objects. Our programmer (Carrierhack) developed somewhat of a debug that allows us to place objects and keep them permanently in there, all in realtime. After getting them all placed in the stage, we may start to program and animate these objects so that they all have different functions in the stage. We follow this structure semi-loosely, so it doesn't always go in this exact order at all times, but I and Eight Bit Dragon are on constant watch making sure it all gets done nevertheless.