CONTACT

361 Stagg St #406 Brooklyn NY, 11237
hello@superbright.me


CAPABILITIES

3D Modeling & Animation, Augmented Reality Design & Development, Brand Strategy, Circuit Design, Concept Development, Copywriting, Exhibition Design, Experiential Design, Physical Computing, Virtual Reality Design & Development



Caco

Caco

Creative Director

Michael "Caco" Peguero is a cross platform designer with a background in Architecture, Illustration, and Graphic Design. Caco is currently focusing his efforts on experimenting with virtual / augmented reality and immersive narratives, leveraging his skill-sets in varied mediums to produce engaging spaces.


Cao Yuxi (James)

Cao Yuxi (James)

Creative Technologist

James is an Artist & Coder who defines himself as an idealist trying to redeem his pledge under the social pragmatism pressure. His work falls somewhere within the overlap of spectrum of sound-visualization performance, programming & computing media, and interactive art. After his graduation from China Central Academy of Fine Art in 2013 and the School of Visual Art (MFA) in 2016, James is currently living and working in New York City.


Igal Nassima

Igal Nassima

Lead Engineer

Igal Nassima is a programmer and artist from Istanbul, Turkey. His work focuses on creating socially networked environments for communities.  He founded 319 Scholes, an experimental technology space in 2009 and is a co-creator of MyBlockNYC, an interactive mapping website that captures personal video accounts of New York City’s life and culture, which was included in MoMA’sTalk To Me exhibition in 2011.


Meghan Nelson

Meghan Nelson

Executive Producer

Meghan is an executive producer and strategist with unique experience in the AR and VR industries. Having worked amongst the world's leading Computer Vision researchers and engineers, her expertise lies in executing creative and immersive 3D content in real-world environments. She has expansive knowledge of the industry, including AR MMO’s, AR mobile gaming, ROI of branded AR applications, company re-structuring for future interfaces, AR/VR budgeting, and AR/VR Hardware specifications.