Here are some sketches and a spreadsheet from the design process of Symon. While the premise and play of Symon is fairly straightforward, the complex design involved in creating a procedural point-and-click adventure game was anything but simple.
While these sketches do not demonstrate the depth of the game's design, they do show how complicated the process can be when trying to innovate on an established genre, even in small form. I think in looking at the early flowcharts and some of the early object relationships you can get a sense for the hard work the team did over the summer.
Stop by tomorrow for an even deeper look at the design of Symon!