On LONN one of my big responsibilities was creating Cyberpunk environments, lighting, world building, level design and level scripting. LONN used Unreal Engine and had to work in VR so I gained experience with the forward renderer and used the PBR workflow. Hitting 90fps was a difficult challenge and many techniques such as real time lighting, post processing AO and other effects had to be faked or not used.
Hideout and Metro are the start of the game. I first developed the apartment as a starting place for the player to get used to the controls/movement systems. Filled it with many unique objects and interactions. However after playtesting we developed the Metro as a way to have a more interesting start to the game and show more gameplay features to get people excited for the rest of the game. This feedback was so helpful and provided by QA from Microsoft. It made the game start teach you all the basics but frame it under a mission, then you can wind down at lonn's apartment.
I used a mix of assets by the team, my own assets, Quixel assets and Marketplace assets. I used Blender, Krita and Quixel Suite to develop unique assets and also kit bash to fit the time and scope requirements of the project.
I worked on the materials, baked lighting, volumetric lighting, level layout, sequencer moments, blueprints and a few art assets in the level.