My team and I modeled geometry, collision, textures, uv's, built lighting, coordinated with gameplay deisgners, and cut the level up for streaming. About the only thing I personally didn't touch was the roof-line, which is why it isn't in the Maya screenshots below. This level was chosen to be our show-piece level for E3 2009, and so it required a lot of cooridnation with our Design and Engineering teams.

    We also made a destroyed version of the entrance (images below) which required a lot of collaboration with Design to funnel the player correctly and make sure our AI pathed correctly around all the cover while the game logic was running over a Server Cluster and without the aid of Unreal's Kismet system.