I did significant iteration on chests including scripting, adding or removing variants, and adjusting collision and VFX
Chests are a known quantity - they open and you get loot! My work on chests involved setting them up so that they interfaced with the collectibles system. I also set up variations of the chests for different mission types and hooked them up so that they could be trapped. Most of the work was in auditing all the different chests whenever a large change went in and adjusting collision volumes as necessary. I would not claim to have had ownership over these assets, as many different designers iterated on them at a number of points, but I did end up being assigned any functional bugs for them at the tail end of the project.
Chest States
Unlocked (Defaut): The chest is closed and the player has not gotten the loot
Open: The chest is opened and the associated items have been granted to the player
Locked: The chest is unable to be interacted with. Usually this state is applied if the chest is gated by completing a combat or if there is a locking mechanism attached
Large Chests Only
Trapped: The large chests have a chance of being trapped. A wisp of green gas can be seen escaping trapped chests. When interacted with, they would audibly click, emit more gas, and start hissing to give the player a chance to dodge out of range. If the player did not, they would have necrosis applied to them for a short time. Traps could be toggled off by the level designer and the same loot was acquired whether a chest was trapped or not
Untrapped: It is a large chest and there is no trap
More
Larger chests appear on the player's map if they got close enough to them