Here I am showing a combined effort of Zak Oliver, outsourcing, and I. We ended up sending a good bit of buildings to our outsourcing vendors, but as the deadline got closer we both decided to do a lot of them on our end since time was of the essence and these buildings needed to go through the optimization pass in which Andrew Maximov helped in creating simplified proxies and baking all the blended textures into single 1 to 1 texture for all the buildings to cut geo and shader costs. An example of the geo is at the end showing the fully poly made building with windows and details instances that lods into a proxy version that is all baked down super low geometry. I did the Textures, Materials, Blending, UVing, and in some occasions modeling. These buildings were used throughout the entire demo in many different locations.