Procedural Workflows
Procedural workflows changed the way I build environments. Instead of fixed geometry that has to be rebuilt every time a note comes in, I set up environments as systems in Houdini, with controls for layout, scattering and variation that can follow the client's requests as they evolve. On some shows, Houdini was the scene assembly tool, so everything I delivered had to be procedural from the ground up. On others, the procedural setup was a way to handle scale, dressing a large set extension or a whole landscape with a single, well-structured tool. The benefit is not only speed. A procedural environment keeps its logic visible, so another artist can open it, understand it and push it further, which is exactly what a team needs when the schedule is tight and the crew is small. I package those setups as Houdini HDAs when they are meant to be shared, and I design them with the downstream departments in mind, so that FX and lighting receive data they can trust. I still model and sculpt by hand whenever a hero element deserves it. Knowing where procedural stops and craft takes over is, for me, the real skill of an Environment TD and a CG Generalist
Procedural Workflows: 14 professional productions at 8 studios, including “The Last Frontier - Season 1”, “Fallout - Season 2”, “Honda Prelude - Advertising” and “The Acolyte - Season 1”
- Productions
- 14
- Studios
- 8
- Period
- 2022-2026
Productions
2026
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2025
2025
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2024
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2023
2022
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2024