Apart from the initial blockouts, I did a lot of what we ended up calling the "detail pass." This was the final modelling work we did on an environment. Its primary purpose was to add in environmental storytelling. We really wanted to make the spaces feel lived in, like they had a real, tangible history. This is where we added in all of the bespoke props, trash, small storytelling moments, and anything we could think of to make the environment feel unique and narratively rich.