Super Strike Arena

Project Overview

Super Strike is a competitive multiplayer shooter on Meta Horizon Worlds, available across both VR and Mobile. The title features tight, arcade-paced gameplay across competitive map layouts designed to support player progression, retention, and live multiplayer competition — and shipped as the platform's #1-ranked title on both VR and Mobile.

Role & Responsibilities

As Lead Artist for Super Strike, I owned end-to-end environment art for the Broadside and Stadium maps, including locker rooms and new-user experience (NUX) art. I delivered art direction, look development, lighting, atmosphere, modeling, asset texturing, optimization, set dressing, level layout, and VFX placement. Every visual decision was anchored to the title's core audience — T.A.Y.A. (Teens and Young Adults) — which shaped color palette, silhouette readability, visual energy, and overall tone to keep the world aspirational, fast-paced, and accessible to new players.

I also independently developed the new cross-platform (VR + Mobile) art pipeline used by the team, and authored the Ouro Environment Art Handbook used to onboard incoming artists. Along with individual contributions, I served as DRI for the environment pod and coordinated, tested, evaluated, and implemented numerous functional elements with engineering (level streaming, UI platforms, bot models), level design, UX/UI, product, marketing, the Metaverse Central design team, and various other parts of the organization — including packaging trailer and promotional assets for external vendors.

Key Contributions

  • End-to-end environment art ownership on the Broadside and Stadium maps, including locker rooms and NUX art
  • Art direction, look development, lighting, atmosphere, modeling, texturing, optimization, set dressing, level layout, and VFX placement
  • Anchored every visual decision to the T.A.Y.A. audience — tuning color, silhouette readability, visual energy, and tone to feel aspirational, fast-paced, and new-player-friendly
  • Independently developed the cross-platform (VR + Mobile) art pipeline used by the team
  • Authored the Ouro Environment Art Handbook used to onboard incoming artists
  • Served as DRI for the environment pod — coordinating with engineering (level streaming, UI, bot models), level design, UX/UI, product, marketing, and Metaverse Central design
  • Packaged trailer and promotional assets for external vendors
  • Contributed to the title shipping as the #1-ranked game on both VR and Mobile on Meta Horizon Worlds

Press & Links