Systems, pipelines & production case studies
Not one-off shots — each system here was built to hold up inside a real production pipeline, across teams and iteration cycles.
Procedural Worlds Framework
A PCG-driven world-building layer for UE5 that lets level designers scatter, blend, and iterate biomes without touching Houdini directly.
HDA-to-UE Automation Bridge
Automated export/import bridge turning Houdini Digital Assets into game-ready, LOD'd procedural assets inside the Unreal content pipeline.
Artist Tool Development
A suite of Unreal Editor Utility tools built with Python and C++ to remove repetitive setup work from environment artists' daily loop.
Character Garment LOD Automation
A live Houdini-to-Maya bridge that generates a full clothing LOD chain using an importance-map-driven reduction, so joints, wrinkles, and silhouette survive aggressive polygon cuts.
Destructible Asset Production Pipeline
An end-to-end pipeline and custom engine node plugin that turns ordinary modular building blueprints into fully simulated, physics-driven destructible assets.
Material-Aware Destruction Fracture System
A family of Houdini fracture systems that break geometry along real material and structural boundaries — brick, wood, hardware — instead of uniform Voronoi shattering.
In-Viewport Procedural Prop Tools
A family of spline-driven Blueprint tools for cables, decals, and flag lines that let artists dress environments entirely in-viewport and bake straight to static meshes.
Procedural Modular Kit Generator
A Houdini tool that takes one master modular building piece and automatically generates its entire family of resized and feature variants as correctly named, ready-to-import assets.