This was a further offshoot project from ScavLab where I had around 4 weeks of complete personal freedom to prototype further a 'simulation' art style for further MP game testing that had three main criteria.
1) That it was clearly visually distinct from the main game and inherently looked like a test or simulated environment
2) That it was incredibly fast to iterate on content for. I.e. traditional art bottlenecks were removed where possible
3) That it was easily configurable and reactive to individual event needs plus it could change on the fly during an event
The end result was largely built out of an extensive master material and post process material that were built from the ground up to be configurable by an MPC. This MPC would have live hooks for whoever was running the event and they could either give high level direction or tweak individual values if needed which would be replicated for all players.
The content for this largely just needed raw geometry with some vertex colours defined for colour regions. No UVing or asset specific textures or material assignments needed. This made it very fast to author. I also leaned in to the concept of the art style getting less detailed over distance as part of the art style which really helped us use LOD techniques and culling without it looking problematic.