it was decided early on by the programming team that the rooms in the game would have to be made of discreet parts to have all of the features requested by the design team. I was tasked with ideating as testing means of producing levels quickly that also complied with the requests of both programming and design teams. In the end I implemented the room creation and asset placement logic in Houdini and one of the programmers, Diogo Ribeiro, implemented the in-engine asset switcher, that allowed you to quickly access any of the relevant assets from the Scene view.