Use previous examples of what the team focused on for scope and how they decided to approach it
(for example, the underground bunker was small but high quality dues to the focus on individual high quality assets)
Avoid doing unique meshes as much as possible
Unless it's narratively super important
Trimsheets, tileables and smart ways to reuse are the only ways to achieve larger projects
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IF you have sand in your scene using that sand on top of assets as well
Reusing texture in multiple ways
Z-Up blending
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Kitbashing with existing pieces
Stripping an asset into individual components and making new assets out of them