One of the biggest things I noticed with the monster was that having it as a black fuzzy ball was really hard to read and see on the map, so I added some hue to it and made it dark reddish. This helped more visually with locating the monster, but it still needs some work and tweaking that it will stand out more, but not be an eyesore in the environment.
For this part of the level, I added more planks of broken wood to the sides of the level and also placing down some bushes. This really helped break up the spots that felt too empty or bare in the environment. Also, the wooden planks help narrate the broken boat.
I placed in the rock head that is on the very right, and also some bushes around the memory shard 1. Through playtests, I noticed how that area didn't seem to get a lot of attention, so I placed more assets around it to make it seem more fit to the game's environment.
One of the biggest things about level 3 was that the lighting was off, so I had to change the lighting to a prefab light that I created for the first level, so it can stay consistent for all levels in the beach environment. I also went in and placed more assets around the platforms that also felt bare. For beta, we never had a good chance to go back and add some decoration to the level because I didn't have as much time. Also, we had a unity version control update that wiped some of my work, so I had go back and place things like rocks and grass in it again.