For Vader Immortal Episode I, I worked with our environment lead Steve Henricks to optimize the Fortress environments for Oculus Rift and Quest. In addition to optimizing the geometry, we had to heavily optimize the masked shaders that were used on all of the architecture assets. I retextured and polished most of the architecture assets throughout the fortress to work with a newer, more optimized shader, which ultimately gave us a more detailed look for the environment while also being more performant. We ended up getting a lot more variation from this new shader, and used it through Episodes II and III. I was also responsible for creating the worklight prop seen throughout the environment (our partners at Ninja Theory created the tripod variation off the base worklight). :)
The environment assets throughout here were created by Steve Henricks, Ben Nadler, and Ben Hale, all of whom helped establish the initial look of the environment.