Environments Team

We’re your Bigger Environment Team

We’re the kind of team developers bring on when they wish their own team was bigger. When they don’t want to deal with a whole separate outsourcing process, like managing assets on an individual level, reviewing, reworking, or redoing them, preparing them for the engine – all the extra headaches that come with outsourcing – and just want more talented and skilled artists on their team they don’t feel like they need to micromanage. This is what we give developers. A larger team. Not assets.

We build assets, just like your own team. Vehicles, weapons, buildings, everyday objects, etc. Sometimes they are highly detailed, AAA environments for consoles and PCs, and sometimes they are simpler, more stylized worlds for mobile games or platformers. What makes us unique is that we do it alongside the developers, using their version control software and engines so we can build right alongside them. We can start from scratch or come in and help on existing levels. Since we’re all in the same system we can reuse and share textures and models so that both teams are taking advantage of each others work.

Since we’re developers ourselves we know how to build for optimization, make sure collisions work, follow art direction, etc. We regularly work in both Unity and Unreal Engine 4 so we do everything from skyboxes to lighting to environment and weather VFX and even level design.

For us, the goal is to give developers a larger team with extra team members who are really good at what they do. Team members that don’t need any extra special attention, oversight, additional management, etc.

We Sweat the Small Stuff

We’re a fully stocked development team which means we handle the kinds of things normally handled by Producers, Assistant Producers, Leads, and those who spend more time in Excel than they do Max.  We create and manage our own asset lists. We build schedules, juggle team members, take dependencies into consideration. We write documentation, like styleguides, tech manuals and such. And we do it all in a way that works within the current pipeline so nothing has to be reorganized to take our presence into account.

We give developers extra time and resources. We don’t take them.

Environments Gallery

Let us know if you'd like help with Environments on your next games

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