Ilya Kurkin

Seedworld — Environment Pipeline

Modular environment work for Seedworld at Seedify. The headline outcome was a pipeline that solved texel-density and draw-call issues for large open-world environment assets.

Year

2024

Studio

Seedify

Engine

Unreal Engine

Focus

Modular env.

Environment Art
Modular
Texel Density
Seedify

Why this work mattered

Seedworld’s environments were big — and naively built, they hit two ceilings fast: texel density drift between modular pieces (so adjacent assets read at different sharpness) and draw calls multiplying with every prop and variation. The work was less “make pretty assets” and more set the rules: shared UV families, atlas strategy, draw-call budgets per chunk, and a small set of master materials everyone authored against. Once the rules held, content scaled without re-optimization passes.

More gameplay clips

Full gallery

51 images · click to expand

Final renders, in-engine captures and modular asset breakdowns from the Seedworld build.

Seedworld render 1 of 51
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Tools

Blender
Substance Painter
Unreal Engine
Marmoset Toolbag