The "Blueprint Base" that ended up in TWD M2W was not a smooth production. I got called in late and more or less bootstrapped the whole thing from scratch in two weeks right before a big deadline. Built the scene, shaders, exemplar assets, client tech (everything except the camera which we had already built for the map), extended the server data definition, and editor tooling for testing the ongoing development (mostly art for the different rooms).
A lot of the look is based on Marc Apablaza's concept work, married with the SLA based sketchiness tech we'd been driving for on the map.