// Paragon · Official Announce Trailer · Epic Games
The video below is an internal audio previsualisation, not a representation of the finished game. It was built as a rough guide for the technical sound designer implementing the audio — showing roughly what should trigger where and when — rather than a polished mix intended for players to hear.
Paragon was discontinued by Epic Games in 2018, so this early-stage, work-in-progress footage is shared here only to illustrate process. It should not be taken as indicative of the shipped product.
// Handing Off To Implementation
Not every credit ends with the sound designer placing the final mix themselves. On work like this, part of the job was designing the palette of UI sounds and then handing them over to the technical sound designer building them into the engine — with instructions on intent and timing rather than a finished implementation to copy exactly.
A previz like the one above is that handoff document. It's a rough pass showing roughly where and when each sound should land, built so the person doing the implementation understands the intent behind the design rather than just inheriting a folder of files and guessing.
That handoff is often the part of the job that matters most. A sound can be designed perfectly and still land badly if the person implementing it doesn't understand why it was built that way. Communicating the intent clearly — what should trigger it, roughly when, how it should feel against everything else happening on screen — is frequently more critical to the end result than the sound design itself.
// SFX — Isolated
A selection of the UI sound effects designed for Paragon, presented here in isolation exactly as they were delivered to the implementation team.
// Menus & Navigation
// Hero Selection
// Match Type
// Team Comms
UI Sound Designer on Paragon, Epic Games' MOBA. Responsible for the design and implementation of the game's UI audio — menus, HUD feedback, and interactive sound design for all interface elements.
// Scope & Responsibilities
Detailed project notes to be added.
// Tools & Pipeline
Tools and pipeline details to be added.
// Dialogue Editing
One of my first gigs in the industry, and one I still take a quiet pride in. Paragon shipped a huge amount of hero dialogue, and my job was cutting, rendering and labelling the raw voiceover recordings ready for implementation — catchphrases, confirm selections, ability barks, interactions and team comms — across heroes including Sevarog, Grux, GRIM.exe, Feng Mao, Murdock, TwinBlast, Gideon, Howitzer, Steel and Sparrow. On my best day I got through over 1,000 lines, cut, rendered and labelled with zero mistakes, inside a single eight-hour session.
The workflow ran one audio track per session, with the VO artist recording somewhere between one and ten attempts at each line. I'd identify the best take, edit it down and rename the region directly in Reaper, then run a final check pass against the script before the file names went through a second, automated pass in Advanced Renamer to bring everything in line with the naming convention. Finished files were foldered off by type — catchphrases, confirm selections, interactions, taunts, team comms and so on — then zipped and sent back with the relevant Excel script for that character, line references and all.
Process
Characters
Sevarog
Grux
GRIM.exe
Feng Mao
Murdock
TwinBlast
Gideon
Howitzer
Steel
Sparrow