parasite
problem
to create post-apocalyptic world, keep 3d assets optimized for further implementation to unreal engine
solution
use various of optimization strategies: reusable tillable textures, trim-sheet workflow, lod, instancing and mirroring, hierarchy of objects in the scene
parasite concept breakdown

this piece explores the architectural and social structure of a parasitic micro district - an autonomous, elevated system built within the decaying heart of a once-thriving city. designed as a layered defense against the hostile outside world, this enclave represents a dystopian form of survivalist urbanism
this self-sufficient district is protected by multiple perimeters: an external fence, a buffer zone of semi-abandoned lower buildings, and the upper level of buildings - elevated residential units standing on structural pillars. these tower-like modules form the upper layer of society, both literally and socially. each building hosts 4–6 floors, two-six families per floor, with rooftop paths allowing secure movement between units. beneath them lies a old city, filled with distrust and resentment toward the privileged class above
society & hierarchy
inside, power lies with a centralized council, housed in three larger core buildings. these buildings serve as administrative and communal hubs, hosting public trials, civic discussions, and key decisions about district protection and the treatment of new arrivals. residents here are both leaders and targets - the surrounding survivors loathe the imbalance, their hostility rising with each day.

architectural concept
inspired by parasitic architecture, these elevated homes plug into the existing city without replacing it. instead, they supplement and reanimate the ruins, bridging function and symbolism. the free-form layout allows flexible distribution across urban or even difficult terrain (e.g., clay or hilly ground), thanks to their rod foundation.
green areas grow both on rooftops and under the stilts. glass facades adapt to the sun’s position, casting light into shaded areas and enabling thermal control. shared infrastructure like elevators, sewers, and ventilation is integrated with existing buildings. accessibility features include additional elevators for those with reduced mobility.
year
2025
timeframe
1 year
tools
blender, substance 3d painter, substance 3d designer, marmorset toolbag, speed trees, unreal engine, pureref, illustrator, photoshop
category
3D
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