These were low-poly (within reason) models of generic equipment one might find scattered throughout the facility in Overclockalypse, a game from Frontier Medicine Entertainment which is currently on hold. The game was initially meant to be a fusion of physics games and metroidvanias—a concept which, ultimately, did not hold as much water as I'd hoped. However, there is nothing wrong with any of the resources I produced for the game, and no reason I can't return to its plot at a future date with a different gameplay synopsis.
Sketchfab unfortunately has a relatively limited materials system compared to Cycles, which is what I used for the YouTube render; and moreover, it doesn't (or at least didn't) allow for animated materials, so the Sketchfab edition, while great for browsing finer details of the models, is a bit lackluster on the rendering. Speaking of, I determined after doing this that no matter how mirror-finish a product is supposed to be, it should always have a little bit of scuffing on it, even if it's done procedurally. Nothing gets transported that far without a few impacts. Maybe some idiot dropped it on the stairs, happens—it's weirder if it didn't. So, the back aluminum shelf shouldn't be nearly as polished.
Additionally, I learned to make extensive use of curve-tracked camera animations with this. As you can see in the YouTube video, it spins on several axes, and can be a little unsettling even for me—the procedural fault being that I ran it slower motion in the modeling process than I did for the end piece. Here this would be easily fixed by, say, running FFmpeg's shiny new "minterpolate" filter (motion interpolation), but the lesson was the important part.