Kacper Niepokólczycki note that such projects are always executed in passes that are all about a very iterative process. The basis here was the story, of course. The story gave the artists enough info to for building the foundation of the game world: mountains, islands, forest and other locations.
Environment Artists take the marquette and polish it into something you will actually see in the final game. They can even work without a concept, relying on general concepts of the look and feel for that part of the world. Environment Magicians work very closely with quest designers to create the best possible environment for any related quests.
The production was all about the time costs:
Time is also a factor to consider. Depending on the situation, we had either barely enough time to finish a polish pass or we could have some fun experimenting with different ideas. In short, while decorating quest locations or POIs we we’re restricted to the theme and story. The open world parts however, were basically under our full control and a lot of that was built from imagination. We just had to keep in mind that it needs to be a believable world.
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