Now utilising lightmaps instead of SDFGI (signed distance field global illumination) for lighting which provides a solid boost to performance. Still managing to achieve a similar look to the previous bridge chasm screenshot which has really grown on me since.
The below example is based on an idea I had the other day and is still very much a prototype. There's still a lot to do before I get to focus purely on content and level creation though, but I don't think it'll be long before then.