Here I will share level of detail 0 (default), 1, and 2. Its all about creating an illusion from far (have to look as close as the default), lighten the weight on the game with lesser tris count and different texture size too. The further player gets from an area, the amount of detail that can be seen on it is greatly reduced. For this case, since every asset is up to life size scale, making it easier and more accurate to calculate at what distance should lod0 turn into lod1 follow by lod2.
Challenge creating this asset, is to recreate the logo and make sure it look exactly like the real reference.