For this taskI was to come up with a solution for creating a full city utilizing the least amount of assets possible and have the most reuse of the textures. I worked extensively with our coders to devise a system that would allow us great diversity but only utilize a few assets. All buildings are modular and are divided up into exterior ground floor and middle floor layers, interiors are modular pieces that follow on a consistent grid and exterior adornment pieces were made to break up the outside of buildings and provide variety.
All textures are actually created greyscale and then colorized at runtime using a gradient map. With this and other tech in place we were able to place a single building many times throughout the map and at each placement it would randomize it's material and colors. In this way we could greatly reduce the amount of unique meshes and keep our GPU costs low.