So how are people progressing with their projects?
Are people working on lore, story/quests, dialog, designing maps or in-game levels (as much as is possible now), or a mixture of any of those?
Or simply just enjoying that northern-hemisphere summer and not worrying about any of that until September (D:OS 2 release)?
Are people planning to make big game levels, sort of like the Cyseal area in D:OS, where you have a central hub (Cyseal) and a big surrounding area for questing and exploration?
Or is it more like the Matt Mercer GM session with many smaller levels, that players can go through relatively quickly?
I'm planning to have a small and linear starting area, I think that will help me familiarise with the game's editor and not be too big of a hurdle, so that I'm gonna feel overwhelmed and can't see it through.
After that I'm planning a Cyseal-like level, with a central town and surrounding lands. Albeit with substantially less detail, NPC dialogs, quests and a bigger distance between hostile NPCs.
But after seeing how the Matt Mercer GM session went, I might wanna try to just create some smaller levels in stead of going big with one level. I'll need to play the game and tinker with the editor before I'll find out.
As I am Dutch I like to mix in a bit of Dutch or German, I also enjoy non Dutch speakers trying to pronounce them

I suspect any non-english language would do the same trick.
And there are hundreds of name generators to be found on the internet.
Sorry if it seems like I ignored your advices and only acknowledged Azmo's. I was typing a post when you posted your reply and I didn't saw it until now.
Another 'trick' I have used is to semi-base some lore characters on real historical counterparts and then giving them names that are anagrams to the historical person.
But I think one should be careful, that it doesn't become too cheesy and you end with a villain's name that is an anagram of Adolf Hitler or something similar.