MAURICIO PORRASOVISUALS
Technical Art

Expertise

The disciplines behind the work — what each one covers, and why it holds up under production pressure.

01

Procedural Systems

Design and build rule-based generation systems — biome scattering, modular structures, destruction, and prop variation — that produce art-directed results at scale instead of one-off hand placement.

Why it matters — Procedural systems compress weeks of manual layout into iteration loops measured in minutes, and they let a small team cover the scope of a much larger one without losing visual coherence.

HoudiniPCGVEX
02

Pipeline Development

Build the connective tissue between DCC applications and the engine — asset schemas, export/import bridges, validation passes, and automated LOD and collision generation.

Why it matters — Pipelines determine how fast a team can actually iterate. A well-built pipeline turns a fragile, manual handoff into a repeatable, trustworthy step that scales with headcount and content volume.

PythonHoudiniUnreal Engine
03

Artist Tools

Develop editor tooling and utility widgets — placement tools, batch operations, validation dashboards — designed around how artists actually move through a scene, not around engine internals.

Why it matters — The best tool is one an artist forgets is a tool. Reducing clicks and failure modes directly raises the ceiling on how much content a team can ship without sacrificing craft.

PythonC++UE Editor Tools
04

Unreal Engine

Production-depth experience across Blueprints, PCG, Niagara, and native C++ systems — building gameplay-adjacent tooling and runtime systems that are performant by default.

Why it matters — Real-time constraints are non-negotiable. Deep engine fluency means procedural ambition gets designed with a frame budget in mind from day one, not patched in afterward.

Unreal EngineC++Niagara / VFX
05

Houdini

Author HDAs, VEX networks, and simulation setups for procedural modeling, destruction, and effects authorship that feed directly into real-time asset pipelines.

Why it matters — Houdini is where procedural intent gets defined precisely. Getting that intent to survive the trip into a real-time engine — without losing fidelity or art direction — is the actual craft.

HoudiniHDAAutomation
06

Automation

Script build validation, asset auditing, and batch-processing tools that catch pipeline breakage before it reaches a level designer or a build.

Why it matters — Automation is what makes a pipeline durable under pressure — as team size and content volume grow, manual QA stops scaling and tooling has to absorb the load instead.

PythonC++
07

Real-Time Rendering

Write and profile shaders, materials, and LOD strategies that keep procedural and simulation-driven content inside a real frame-time budget on target hardware.

Why it matters — Procedural systems are only as useful as what they can put on screen at 60fps. Rendering discipline is the constraint that keeps ambitious systems shippable.

Unreal EngineNiagara / VFX