Initial blockout of area; low poly work to allow for quick iteration and feedback from level designers. Quick texture pass to get a feel for the level. Modified base meshes to fit with the concepts before each of us got an area to work up to final.
This Refinery level was from production on James Bond 007: Blood Stone. I had to construct the mood-board and feel for the level. Figure out the flow and maintain good pacing. A basic blockout was done first, broad shapes were created to go from interior to vast exterior spaces and a process of feedback from myself and the level designer resulted in a good level being created ranging from the claustrophobic interiors to vertigo inducing scaling of towers.