Because G1 is probably doing something else right now, (or just don't care at all to promote and show stuff off) I'll be here to do so.
Here are some pictures that I could dig up regarding the new engine's pipeline together with some (ex-developer) notes.
This was a small environment project I lead with a team of three artists.
The purpose of this level was to create a brand new environment pipeline in the upgraded APB Engine that would be used as a basis for creating new districts.
The current version of APB uses an outdated building tool as the basis for its environments, which created extremely unoptimized geometry and used unnecessarily expensive shaders.
This new pipeline was based on a modular workflow, allowing us to instance assets across the game. I also created a series of master shaders that could then be instanced by other artists who just had to import their textures and make minor setting adjustments as they saw fit.
My responsibilities consisted of creating the entire pipeline (including all master shaders), dictating workflow, base environment asset creation, animation for props made by the art team, lighting and working alongside our in-house engineers in order to fix critical issues with the new engine.