Grabbed the bones and created this composition for the prefabs, the arch was done by Boris Dimitrijevic and the foliage by Zehra Kahn.
One of the cool features in blender is the option of using weigh groups for decimation, so I can keep the geo optimized only on specific areas.
During my time at ECG I had the chance to work on a few assets for the TR Reloaded game, this is one of the prefabs that we built for both the entrance and the exit of the maps. The Central part of the game kept tiling over and Over and it was generated procedurally.