Paragon - Monolith

Was responsible for the modeling (and the LP/HP process). Fellow environment teammates include: Scott Homer, Kevin Johnstone, James Kincaid, Josh Marlow and Mark Van Haitsma and our materials guy: Anton Migulko. Pete Hayes on the turrets. Rick Kholer and Jordan Walker were my leads. Art direction by Chris Perna. (Let me know if i missed someone)

Had some loose concept for this one as well as a loose low poly blockout from Kevin Johnstone

Had some loose concept for this one as well as a loose low poly blockout from Kevin Johnstone

Was baked flat and later deformed in the low poly

Was baked flat and later deformed in the low poly

Here it is in game. Later I added spikes and a marble half sphere under.

Here it is in game. Later I added spikes and a marble half sphere under.

And from farther away. The FX guys did the cool clouds and water sphere.

And from farther away. The FX guys did the cool clouds and water sphere.

This model specifically was pretty much just from my head.

This model specifically was pretty much just from my head.

And in game. Happy accident occurred with the negative spaces on my piece where the floor used to be marble and got swapped for water, it looked good so... we kept it!

And in game. Happy accident occurred with the negative spaces on my piece where the floor used to be marble and got swapped for water, it looked good so... we kept it!

HP with some mid poly of the Turret floor. Scott Homer did some slight modifications to the low poly at the end to fit rest of floor as well as the stair texture. Part of the small greeble bit from Mark Van Haitsma.

HP with some mid poly of the Turret floor. Scott Homer did some slight modifications to the low poly at the end to fit rest of floor as well as the stair texture. Part of the small greeble bit from Mark Van Haitsma.

And in game. (Pete Hayes modeled the awesome turret in the middle!). Here you can see the rings were later modified to fit gameplay better.

And in game. (Pete Hayes modeled the awesome turret in the middle!). Here you can see the rings were later modified to fit gameplay better.

This wall was mid-poly, kitbashed part of James Kincaid's model LP for the deco piece in the middle and used his and Kevin's textures for the trim pieces.

This wall was mid-poly, kitbashed part of James Kincaid's model LP for the deco piece in the middle and used his and Kevin's textures for the trim pieces.

And here in game. Later I made some dirt decals to subtly wear the surface.

And here in game. Later I made some dirt decals to subtly wear the surface.

Worked on HP and LP/HP process for the jump pad, but a big portion of it was kitbashed from Kevin Johnstones' pieces and he did a thorough blockout here as well most of which I kept, so I'll call this one a collab effort.

Worked on HP and LP/HP process for the jump pad, but a big portion of it was kitbashed from Kevin Johnstones' pieces and he did a thorough blockout here as well most of which I kept, so I'll call this one a collab effort.

Did some setdressing in the middle here at the end from game-play requests as well as some polish and perf throughout the map. The Modeling of these pieces by Josh Marlow.

Did some setdressing in the middle here at the end from game-play requests as well as some polish and perf throughout the map. The Modeling of these pieces by Josh Marlow.

Trailer for the map

I also worked on the shadow’s eve version of the map. Having some fun making haloween props such as candles and general setdressing