HDA Creation
Creating Houdini HDAs is how I turn a solution into something a whole team can use. When I solve a problem on an environment, whether it is scattering vegetation along a coastline, dressing a set extension or passing clean data to another department, I package it as a digital asset with clear parameters, sensible defaults and a structure another artist can open and understand. On a large film environment, I built a complete HDA of the environment itself, which let the team scatter, dress and adjust it consistently across the sequence. On series work, I created HDAs for the environment build and for the vegetation pipeline that carried assets from build to layout, FX and lighting, keeping names, IDs and versions predictable along the way. A good HDA is as much about communication as about nodes, so I expose only the controls an artist needs. As an Environment TD, I see HDA creation as the point where my artistic and technical work meet, and as a lead, it is one of the most effective ways I know to share good practice with every CG Artist on a show
HDA Creation: 3 professional productions at 1 studio, with “The Last Frontier - Season 1”, “Nautilus - Season 1” and “Silo - Season 2”
- Productions
- 3
- Studios
- 1
- Period
- 2024-2025
Productions
2025
2024
2024