Created in Unreal 4.
Most of the assets were from the Unreal store, but then I spent a significant amount of time optimizing them. In some cases that meant creating LODs and setting the lowest LOD to something higher than LOD0. In many cases the highest quality mesh was indistinguishable from the LODs. The process for much of the other optimization was the same. I detailed all of the optimizations in my Post Mortem.