Some fake depth with parallax using cubemap projection function. You don't even have to have cubemap texture, in this material I used its UV output as the texture mask for the depth.
At the end Emissive effect was linked to golden cube, and glow was updated with the growth of the cube town
Fortnite Cube town, was responsible for making geo and material/surfaces. Not really complicated but tedious, since cubetown had multiple iterations of grows, and in some of them some areas were changed. I used baked AO for dirt masks and puddles occlusion ( prevent them to appear too far in interior areas)