Subnautica has some nice scenery, though for a painting I'd probably go with something like the safe shallows where there's plenty of sunlight, or maybe the underwater islands or the kelp forest.
MInecraft would have a lot of possibilities, particularly with some of the new terrain generation for mountains as well as the cherry tree biome that was recently added. However, with each world being generated randomly, there's no definitive scenes that would be instantly identifiable as Minecraft. So you'd have to rely on making the painting sufficiently blocky and/or replicating some of the terrain generation quirks like the occasional floating tree or lava flowing out the side of a hill and things like that.
I feel like the best way to do a Subnautica painting would be an absolutely gigantic black canvas with only the just enough hints of blue light in the centre to silhouette the diver and a big monster. Which isn't really practical for most purposes.
For minecraft I personally would go for !hermitcraft@lemmy.world The server has some trully stunning builds that are quite distinct in design that they become recognizible.
The players share their world download on server resets so it can be explored and seen from different angles than the usual youtube videos.
Also they would be delighted to see their builds as a paiting.
The bridge in Shadow of the Colossus, crumbling and ancient yet still striding as a titan across the vast landscape
The opulent neo-classical Indian cityscape of Sonashahar in Pacer
The Hanging City in Outer Wilds, clinging to the underside of a hollow world's fragile shell
Also, like, all of A Highland Song. It's intentionally designed to look like landscape paintings anyway. The castle in the loch is probably my favourite, or maybe the giant dam
If you want another CS level, Italy Inferno has a ton of photogentic spots in both Source and GO. I'm also particularly fond of Lake, but that might be partly the 500 hours of Wingman on the map speaking.
Edit: or for Valve games in general, theres the dam from Half Life, Ravenholm or the drained shores from Half-Life 2, or an overgrown chamber from Portal 2.
Guild Wars (the original base game) made extremely good use of clear visual themes and bloom to create an absolutely entrancing visual experience. It was a pretty shit game, though.
There are a few carefully planned reveals in skyrim that live in almost all our heads (one really memorable one for me is heading into the Rift and transitioning into autumn themes for the first time).
Cheydinhal is absolutely breathtaking in Oblivion.
Pretty much the entirety of Stray - outside the village areas they put a lot of effort into dramatic art reveals.
Ocarina of time has a few excellent ones but it's low poly and may be hard to appreciate at this point. Especially Hyrule Castle creeping over Lon Lon ranch and the frozen Zora kingdom.
Gosh I feel like I'm missing so many others... though on the topic of CS de_infero and de_cbbl were some of my favorite visually.
PlayStation Final Fantasy is cheating, so let's say Horizon. The ruined landscapes already tell a story (with many buildings from the real world), so it's a pretty good fit.
2D games count too, where I'd give Ori as an answer. The game creates a great fantasy world.
If it must work as a work of art absent of all cultural context, I'd say... Clock Town from Majora's Mask. Scenic little medieval town, but the oncoming angry moon tells a story
If art-that-only-works-with-cultural-context is valid... E1M1, that first moment with the blue carpet and such. I can think of very few more iconic starts to a game. Look at it and you know exactly what you need to do with the game.