Dungeon Design Process:
1) Make a dungeon
2) Add bells to backtrack for
3) Get critisism from senior designer who changes it but keeps the the core bell idea
4) Have a meeting for as many people as possible to playtest dungeon
5) Write ideas on a whiteboard
6) Swap dungeon with another designer
7) Try and reduce backtracking. Keep the backtracking bells
8) Despite all of this every dungeon is identical except for the backtracking gimmick
9) Nobody plays the dungeon because it isn't in the nightmare dungeon rotation
10) Accidentally reveal that the blizzcon demo version of the end boss had fake features that were cut from the final game
The Designers:
Masculine and Feminine Lesbian
Awkward laugh when asked how they got into game design
Both failed architecture school
Snort of derision when asked why they wanted to design dungeons full of monsters
Was mysteriously hired straight out of school
Spam 1 basic skill and die because potions were not being used
Celebrates beating a WT1 boss very slowly saying it's a tough SOB
This is worse than the D3 legendary design panel at an old Blizzcon which had a very similar whiteboards and big long meetings theme.