Categories
Art Breakdown Houdini

Procedural Monadnock Breakdown – Houdini

This blog post will break down the Houdini section of the Procedural Monadnock project. You will be able to see the Pathfinding tools used to carve out the trails and the system used to create ID maps. Link to Portfolio Post here: Trail Pathfinding For this project, I revisited a smaller endeavor from earlier this year, […]

Categories
Art Breakdown Houdini Portfolio Unreal

Procedural Monadnock

Stated Goal The goal was to create a procedural framework that efficiently populates landscapes with assets based on terrain characteristics, allowing for easy customization and fast iteration. Description This project has three primary parts to it, each of which have their own dedicated breakdowns: 1.) Two PCG systems that populates a landscape based on a […]

Categories
Art Breakdown Houdini Prototypes

Procedural Monadnock – A WIP Unreal/Houdini Project

Description Stated Goal My goal is to create a procedural framework that efficiently populates landscapes with assets based on terrain characteristics, allowing for easy customization and fast iteration. This framework will seamlessly integrate features from both Houdini and Unreal, while maintaining a high level of realism. Background Through a conversation with a mentor over the […]

Categories
Art Breakdown Houdini Portfolio Python

Riptide – Technical Art

A collection of some of the Technical Art tools/shaders/etc… that I created whilst working on Riptide. This is not all of my work on the game, but rather a collection of mini-projects that I felt were worth showcasing. Houdini Asteroid Generation Procedurally generated asteroid meshes with automatic in-engine material application and collision, along with Nanite […]

Categories
Houdini Prototypes

Experimenting with Road Generation in Houdini

Description Goal The goal of this project is to generate the shortest possible path between two points on a generated landscape. This would allow for fast and dynamic road generation that would follow the terrain. Algorithm Result Challenges Data Structures Originally my goal was to implement the A* Algorithm in Houdini from scratch. One of […]

Categories
Art Breakdown Game Houdini

Songs of Sugar – Tech Art

Intro In this blog post I will be covering all the Tech Art contributions I made towards Songs of Sugar, an Abertay University Game Project. A link to the blog post about the game can be found below. Gerstner Waves – Unity Shader Graph The waves were created using The Gerstner Wave Function in Unity’s […]

Categories
Art Breakdown Game Game Jam Houdini Portfolio XR

VR Thor Game

Background This short game was the final project for one of my Fall 2022 classes, Extended Reality Technology. My partner Nathan Boisvert and I were inspired by Iron Man VR and we decided to make a similar game where the player takes the role of the Norse god Thor. Roles My role involved creating the […]

Categories
Art Breakdown Houdini

Grass Generator Breakdown – Houdini

This blog post will break down the Houdini section of the Grass generator. You will be able to see the construction of the meshes that are then animate using the Shader. I’ll also talk about the process and some problems I encountered throughout the project. Link to Portfolio Post here. Overview Construction The construction of the […]

Categories
Art Breakdown Houdini

Grass Generator Breakdown – Unreal

This blog post will break down the Unreal section of the Grass generator. You will be able to see the construction of the shader used to animate and color the grass meshes created using the Houdini tool. I’ll also talk about the process and some problems I encountered throughout the project. Link to Portfolio Post here. […]

Categories
Houdini Manas Portfolio

Grass Generator

This project was originally inspired by a GDC Presentation by the developers of Ghost of Tsushima. In this GDC video they discuss how they created the visually stunning grass in Ghost of Tsushima. The presentation directed much my approach to the project. I did my best to recreate the effect they made for the game, […]