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This is such a smart take on PSX style - instead of generic rocks and crates you went straight for a very specific narrative space. The amount of destroyed variants is perfect for storytelling: you can build a calm campsite, then gradually push it into horror just by swapping meshes and textures. As someone who also builds environment kits, I really like how each asset belongs to a clear category (sleeping, shelter, fire), which makes it easier to design gameplay beats around them. If you ever expand this, a handful of larger structural pieces - broken cabins, twisted trees, maybe a partially collapsed parking area - would give level designers a few strong anchors to compose around.