Paragon Hard Surface Environment Assets

Over the past 2 years I had the fantastic opportunity of working in a small team of immensely talented artists here at Epic Games to put together a few levels for the MOBO 'Paragon'. Here are some of the Hard Surface gameplay elements I created for these levels. In a number of these pieces I included 'kitbashed' highpoly elements created and shared by both myself and my teammate Kevin Johnstone, this helped us ensure that our work looked and felt very similar.

Other Map Credits (In no order):
Kevin Johnstone - Environment Art/Modelling
Paul Mader - Environment Art/Meshing
Pat Jones - Level Design/Meshing/Lead Environment Artist
Jordan Walker - Lead Artist
Chris Perna - Art Director
Adam Wood - Concept Art
Zak Foreman - Concept Art
Shane Pierce - Concept Art
Ryan Brucks - Shaders/Technical Art
Eric Terry - Texture Art
Kim Libreri - Technical Director

If you see something in here that you worked on and I forgot to credit you, please message me and i'll update it.

The highpoly 'Spawn Portal' which sits below the 'Spawn Pad' originally concepted by Zak Foreman.

The highpoly 'Spawn Portal' which sits below the 'Spawn Pad' originally concepted by Zak Foreman.

The lowpoly, In-Game Spawn Portal. The top version was placed and meshed by Ryan Brucks, the bottom by Paul Mader.

The lowpoly, In-Game Spawn Portal. The top version was placed and meshed by Ryan Brucks, the bottom by Paul Mader.

The final objective for each match. I created the base using a concept created by Shane Pierce, this formed the basis of a modular set used to create a number of elements in the level.

The final objective for each match. I created the base using a concept created by Shane Pierce, this formed the basis of a modular set used to create a number of elements in the level.

The lowpoly, ingame Core Base asset.

The lowpoly, ingame Core Base asset.

A tiling strip set built to create the Core Base, a number of the cogs were based on Kitbash pieces created by Kevin Johnstone.

A tiling strip set built to create the Core Base, a number of the cogs were based on Kitbash pieces created by Kevin Johnstone.

The lowpoly base for the Inhibitors and the Towers

The lowpoly base for the Inhibitors and the Towers

The lowpoly spawn pad, also created using the same set as the Core Base.

The lowpoly spawn pad, also created using the same set as the Core Base.

Examples of these Lowpoly Elements in-game. The large floor was created by Pat Jones. The Inhib model was created by Bert Lewis and the Gem was created by Jordan Walker.

Examples of these Lowpoly Elements in-game. The large floor was created by Pat Jones. The Inhib model was created by Bert Lewis and the Gem was created by Jordan Walker.

A huge metallic astrolabe cigil I sculpted for Agora, this was reused several times across all maps we worked on.

A huge metallic astrolabe cigil I sculpted for Agora, this was reused several times across all maps we worked on.

The Lowpoly Astrolabe cigil in-game. Meshed by various artists.

The Lowpoly Astrolabe cigil in-game. Meshed by various artists.