Role: Art director.
The "Oozevoir" is level I was in charge of for Plants Vs.Zombies: Battle for Neighborville.
One thing I really enjoy, especially on multiplayer maps, is finding ways to tell stories through the world, without the help of cinematics or non-playable characters who can provide context to the setting or events unfolding.
Another recurrent challenge is to make levels look visually interesting without hindering Gameplay and Layout. If a map looks really good but plays terribly, Art failed to do its job properly...
This is especially true for a game like Plants Vs. Zombies BfN, where all the characters have different scales, jump heights & weapon effects.
The exciting part is to find creative ways to turn stacks of boring grey cubes into visually pleasing environments.
Map design, scope, performance, locations, all these considerations have a direct effect on the way we approach map creation and design the art.