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SuperGenius

Games & Interactive
Open roles
0
Founded
2008
Employees
11-50
Offices
2

About SuperGenius

SuperGenius is an independent video game art, animation and co-development studio based in Portland, Oregon. It works with publishers and developers on creative and technical production for PC, console and mobile games, supporting both major franchises and independent projects.

The studio’s capabilities span the digital art production cycle, from early visual development through assets and animation implemented in game engines. Its concept artists develop characters, environments, props and keyframes, while its 3D production work includes character and creature modeling, environment construction, retopology, texturing and physically based materials. Animation services cover rigging, in-game performance, cinematics and 2D animation, including Spine 2D.

Game production and co-development

SuperGenius combines visual production with technical support in Unreal Engine and Unity. Its work includes real-time effects, particles, simulations, shaders, systems integration and prototyping. Co-development services extend to downloadable content, levels and tutorials, bringing art and implementation together within a broader game production process.

Its reported portfolio includes contributions to Overwatch, Valorant, God of War, Broken Age and the System Shock remake. For Towerborne, the studio contributed Small Umbra designs, weapons, armor sets, hairstyles and character animations. Other supported projects include Magic: The Gathering Arena, Ire: A Prologue, JETT: The Far Shore and Gang Beasts. These credits reflect supporting production roles alongside the projects’ principal developers.

Origins and broader applications

The business began in 2008 as an animation division within Portland production company Funnelbox, initially delivering game cinematics for Pipeworks Studios. Paul Culp acquired the venture outright in 2012, establishing its independent operation.

Beyond entertainment, SuperGenius applies real-time interactive development to virtual and extended reality, simulation and operational interfaces. Its research and related business activity also connect game-engine expertise with digital health, neurorehabilitation and embodied systems, extending the studio’s production background into applications involving interaction, avatars and real-time control.

More about SuperGenius

Leadership and production model

  • The report identifies founder Paul Culp as Studio Head / CEO and Peter Lund as COO. Before starting the venture, Culp had a 25-year industry career involving Electronic Arts, Activision and Rockstar.
  • SuperGenius describes its role as a “game developer's game developer,” working as an integrated production partner embedded in client pipelines. Its staffing model combines an Oregon core team with remote contract contributors across North America, scaling with project cycles.

Research collaboration

Studio leadership co-founded Somos, a separate sister company developing operational avatars and neurotherapeutic systems. The reported work involved Johns Hopkins Applied Physics Laboratory and national laboratories. SuperGenius also describes participation with Somos, national laboratories and independent research institutes in a coalition advancing safe edge computing and connections between simulation and operation.

Notable credits

12 credits
  • Overwatch
  • Valorant
  • God of War
  • System Shock (remake)
  • Broken Age
  • Towerborne
  • Ire: A Prologue
  • Magic: The Gathering Arena
  • Mafia III
  • JETT: The Far Shore
  • Gang Beasts
  • Marvel Super Hero Squad Online

Offices

Where SuperGenius is based

2 locations
  • Portland office

    Headquarters
    Portland, Oregon, United States

    Current overall headquarters in the Sellwood-Moreland neighborhood.

  • Oregon City office

    Oregon City, Oregon, United States

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