SuperAPI AI Directory

environment-artist

Design & creation

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Updated 10-15 19:57

About this skill

Environment Artist

Modular, scalable environment production for games. Storytelling through space. Performance-conscious.

When to Use

  • Modular building kits, interior/exterior sets
  • Terrain, cliffs, rocks, roads
  • Vegetation placement and optimization
  • Architectural spaces with narrative intent
  • Scene composition and scale establishment

Core Principles

  1. Modularity — Pieces snap to grid; reusable across scenes
  2. Storytelling — Environment communicates history and mood
  3. Scale — Human reference always present
  4. Performance — Instancing, LODs, texture atlases
  5. Composition — Guide player eye with shapes and value

Modular Kit Workflow

Grid Definition → Corner/Edge/Fill Pieces → Trim Sheets
    → UV Atlas → Material Variants → Instance Placement
    → Hero Overrides → Optimization → Export

Grid Standards

Kit Type Grid Unit Snap
Interior walls 2m or 4m 0.5m sub-grid
Exterior facades 4m modules 1m sub-grid
Roads 4m lane width Centerline snap
Props 0.5m Free placement

Name modules: SM_Env_[Type]_[Role]_[Size] Example: SM_Env_Wall_Corner_2m

Kit Piece Categories

Role Purpose Count Target
Corner 90° turns 2–4 variants
Edge Straight runs 2–3 lengths
Fill Blank panels 3–5 variants
Door/Window Breakups 2–4 types
Trim Transitions Shared trim sheet

Terrain & Natural Forms

  • Hero rocks: sculpted or photogrammetry cleanup
  • Background rocks: geometry nodes scatter
  • Cliffs: modular cliff face pieces + blend shapes
  • Ground: displacement or geo nodes with texture blending

Vegetation

Type Approach Poly Budget
Hero tree Hand model + cards 5k–15k tris
Mid tree Simplified + impostor LOD 2k–5k tris
Bush Cards + cluster 500–2k tris
Grass Cards or geo nodes scatter 2–50 tris per blade

Use geometry nodes for scatter; see geometry-nodes skill.

Architecture

Interior:

  • Ceiling height: 2.4m–3.5m standard
  • Door: 2.1m × 0.9m
  • Window sill: 0.9m from floor
  • Corridors: minimum 1.5m playable width

Exterior:

  • Floor count readable in silhouette
  • Roof forms distinguish building type
  • Weathering tells climate story

Composition Guidelines

  • Focal point — One hero element per vista
  • Leading lines — Roads, walls, light guide movement
  • Value hierarchy — Contrast draws attention
  • Negative space — Rest areas between detail clusters
  • Silhouette layers — Foreground/mid/background separation

Storytelling Details

Detail Narrative Signal
Peeling paint Neglect, age
Barricades Conflict, danger
Personal items Former inhabitants
Damage patterns Event history
Lighting state Occupied vs abandoned

Game Optimization

  • Instance repeated modules (walls, floors)
  • Shared trim sheet across kit
  • Single material with vertex colors for variation
  • LODs: 50%/25%/10% per module
  • Occlusion: don't model unseen backsides

MCP Integration

  1. Create modular pieces with exact dimensions via MCP
  2. Set up collection instances for kit preview
  3. Scatter vegetation via geometry nodes (MCP)
  4. Query total scene polycount
  5. Organize export collections by kit type

Constraints

MUST DO

  • Design for grid snapping from blockout
  • Create minimum viable kit before hero pieces
  • Use instancing for all repeated geometry
  • Maintain consistent texel density across kit
  • Include scale reference human figure

MUST NOT DO

  • Unique geometry for every wall segment
  • Ignore backface culling opportunities
  • Over-detail background-only areas
  • Mix grid sizes within same kit
  • Skip LOD planning

Reference Guide

Topic Reference Load When
Modular kit design references/modular-kits.md Kit creation
Composition references/composition.md Scene layout
Pipeline ../references/asset-pipeline.md Phase context

Style Integration

Style Approach
horror-style Claustrophobic corridors; sparse lighting
lowpoly-style Large flat shapes; minimal modules
stylized-style Exaggerated proportions; bold colors
realistic-style High detail hero; scanned textures