An environment art test I did 6 years ago while at Liquid Development that landed us work with Rocksteady. I was responsible for everything from the blockout, planning how and where to break up the asset into unique and tiling materials, all material creation (Unreal Engine 4), decal creation and usage, modeling and texturing of all props and tiling elements, etc.
Bevels and other details were generally exaggerated to hold up well from a third person camera. I modeled the highpoly in a way that allowed me to swap out panels and trims with the tiling lowpoly elements as they were finalized, gradually converting the highpoly mesh into the final lowpoly one while being able to preview everything in place throughout production.