// Paragon  ·  Official Announce Trailer  ·  Epic Games

// Unreleased Development Material — Not Final Product

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.

// Paragon  ·  Audio Previz (WIP)  ·  Internal reference only — not representative of final product

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.

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

Communication Menu — Open
Cursor Highlight
Home Tab — Selected
Play Tab — Selected
Settings Menu — Open
Matchmaking Menu — Slide In
Loading Splash Screen

// Hero Selection

Hero Abilities — Load Finished
Hero Selected
Hero Selection Menu — Slide In
Hero Selection Menu — Slide Out
Hero Selection — Page Turn

// Match Type

Match Type — Hover 01
Match Type — Hover 02
Match Type — Selected

// Team Comms

System Message 1
System Message 2
Teammate Chat 1
Teammate Chat 2
Teammate Message 1
Teammate Message 2
Teammate Party Chat 1
Teammate Party Chat 2
Whisper (1-2-1) 1
Whisper (1-2-1) 2
Studio Epic Games
Role UI Sound Designer
Platform PC · PS4
Year 2016 – 2018

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.

Detailed project notes to be added.

Tools and pipeline details to be added.

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

Per-character VO script showing Sevarog's bio, voice direction and the full line-by-line dialogue table
// Per-character VO script  ·  bio, direction & line-by-line dialogue table
Approved dialogue takes foldered off by line type — catchphrases, confirm selections, efforts, interactions, status, taunts, team comms
// Approved takes foldered by line type ahead of the final rename pass
Batch renaming Sevarog dialogue files in Advanced Renamer against the naming convention
// Batch renaming & QC in Advanced Renamer, matched against the script

Characters

Sevarog

Sevarog

Grux

Grux

GRIM.exe

GRIM.exe

Feng Mao

Feng Mao

Murdock

Murdock

TwinBlast

TwinBlast

Gideon

Gideon

Howitzer

Howitzer

Steel

Steel

Sparrow

Sparrow

// Key Art  ·  Paragon

Paragon key art A hero leaping toward a swirling portal as a boulder is hurled past The Paragon hero roster clashing on the Prime map Overgrown ancient ruins across the Paragon map Ornate gold and marble plaza on the Monolith map Overgrown jungle pathway on the Monolith map Towering ancient ruins concept art for the Monolith map