‘‘ PCG Cypress Tree Vol 02 “
Fortnite Simpson
3D Senior environment / Lighting Artist
Responsible for the Cypress Tree Vol 02 pipeline, from visual research to final in-engine integration.
The work focused on translating The Simpsons’ 2D shape language into a scalable, non-destructive 3D system suitable for real-time production.
Key responsibilities included:
Visual research and silhouette analysis from original Simpsons episodes
Shape language exploration and simplification for stylized foliage
Design of low-poly leaf cluster primitives optimized for readability and performance
Development of a non-destructive foliage workflow using spline warping, FFD deformation, and instance scattering
Control of silhouette variation, density, and gravity while preserving a consistent visual identity
Optimization for large-scale placement and fast iteration in production
The result is a flexible Cypress Tree system that balances strong graphic readability, performance constraints, and art-direction control.
BREAKDROWN
Shape Language & References
Silhouette research and breakdown from The Simpsons.
Focus on vertical massing, soft irregular edges, and simplified foliage volumes to preserve graphic readability at distance.
Leaf Cluster Design
Low-poly leaf cluster exploration.
Simple, flat shapes used as building blocks to construct foliage volumes while keeping polygon count minimal.
Non-Destructive Deformation
Spline warping and FFD deformation.
Allows fast control over curvature, gravity, and overall profile without rebuilding geometry.
Foliage Assembly
Instance-based foliage construction.
Leaf clusters are scattered to create rich silhouettes while remaining lightweight and fully adjustable.
Trunk & Structure
Stylized trunk with clean topology.
Designed to support exaggerated foliage mass while staying visually simple and production-ready.
Final In-Engine Result
Final Cypress Tree in engine.
Consistent with The Simpsons’ visual language, readable at distance, and suitable for large-scale environment use.