I use my patented "edges-in" methodology. Works well for software design and campaign world design.
Basically, you work out the points of contact with the players and flesh those out. Since those points of contact are both overview and local perspective, I design both at the same time.
So I start with a center point, say, the main location the players will be in.
I define that city, then country.
I then briefly describe other countries
I define where the races come from, so the players know where their elf or dwarf came from
I define the religion system, with emphasis on the one the Cleric player will need to know about
I then go back to the home country and refine its detail, I don't need much on other locations, but I need much detail on the aspects that affect players. If I don't have a cleric, then religion will be a paragraph at best, for example.
Janx
Basically, you work out the points of contact with the players and flesh those out. Since those points of contact are both overview and local perspective, I design both at the same time.
So I start with a center point, say, the main location the players will be in.
I define that city, then country.
I then briefly describe other countries
I define where the races come from, so the players know where their elf or dwarf came from
I define the religion system, with emphasis on the one the Cleric player will need to know about
I then go back to the home country and refine its detail, I don't need much on other locations, but I need much detail on the aspects that affect players. If I don't have a cleric, then religion will be a paragraph at best, for example.
Janx