Constructing the Urban Giant, One Piece at a Time

At Superworld, I’ve worn many hats, and picked up even more along the way. This project pushed me to go beyond my comfort zone, diving deep into procedural generation and large-scale worldbuilding. Working closely with the synthetic data and machine learning teams, I contributed as a Technical Artist by developing procedural tools, custom shaders, and complex data tables to support scalable, dynamic environments. I also created a wide range of modular assets for city-building, including hundreds of urban elements such as street props and commercial/residential kits—some of which are showcased below.

As the Principal Senior 3D Artist, I was responsible for upholding visual quality across the board, optimizing asset creation pipelines, and ensuring all modular components were fully compatible with our procedural systems. This included shader calibration, material setup, memory and performance optimization, and maintaining consistency across all visual assets.

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MechaFightClub Cockpit

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Castle in the Mountains