Procedural Generation
Real-time asset creation powered by rules, logic, and automation — from complex geometry to stylized materials.
Real-time asset creation powered by rules, logic, and automation — from complex geometry to stylized materials.
Real-time asset creation powered by rules, logic, and automation — from complex geometry to stylized materials.
A Houdini-driven system to create stylized android character variants with procedural mesh generation, material assignment, and texture variation for in-game use.
In Houdini:
A procedural Android generator was built in Houdini to create customizable robotic characters with flexible body proportions, head types, arm modules, and accessories.
Each Android variant was controlled via a master set of sliders, allowing for hundreds of design combinations. Geometry was packed and instanced efficiently, and attributes were used to drive material variation and rig setup. The final result was exported as clean FBX files, with consistent hierarchy and naming for Unity integration.
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In Unity:
The exported Android prefabs were imported into Unity with support for color and part variation at runtime.
Each unit could be uniquely assembled in-game by applying presets or random generation logic. Assets were optimized for batching, and supported per-limb animation overrides and interaction triggers. This enabled fast prototyping of robotic NPCs across environments and gameplay systems.
Read MoreThis system eliminates repetitive asset creation for robotic characters by offering a fully procedural approach.
It supports modular design, efficient performance, and rapid iteration—ideal for games, simulations, or XR experiences featuring large-scale Android variation.
Read MoreA Houdini tool that generates modular soccer stadium seating structures using user-defined parameters, optimized for game engine deployment.
In Houdini:
A parametric system was created to procedurally generate stadium seating based on width, seat count, tier height, and row spacing.
Packed primitives efficiently instanced seats across tiers, reducing performance overhead. Logic auto-aligned stair steps, guardrails, and back walls with clean UVs and LOD-friendly geometry. Materials and colors were customizable per tier. Exports included FBX with named groups like “Tier_01/Seats”, consistent pivots, and clean hierarchy for easy engine use.
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In Unity:
The stadium asset imports as a modular prefab, letting designers assemble entire arenas or adjust sections dynamically.
Optimized for static batching and lightweight collision, it can also support placeholder crowd systems for prototyping or simulation.
Read MoreThis procedural setup offers a scalable solution for building sports or event venues.
It enables real-time layout adjustments with clean, game-ready geometry—ideal for simulations, XR, or dynamic level building.
Read MoreA Houdini-based pipeline using Material VOP networks to author stylized materials procedurally, with PBR baking for Unity-ready assets.
In Houdini:
Procedural PBR materials were created using Material VOPs, driven by curvature, AO, and geometry attributes.
Layered shaders combined edge wear, dirt masks, and variation controls, all managed through exposed parameters. Mantra was used to bake game-ready texture maps (Base Color, Roughness, Normal, etc.), aligned to clean UVs. The final result was exported as an FBX with embedded textures.
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In Unity:
Baked assets were imported and applied to Unity’s Standard or HDRP shaders for plug-and-play results.
All assets supported batching, material overrides, and mobile-ready performance while preserving baked detail and consistency.
Read MoreThis approach removes the need for manual painting and ensures consistency across large asset libraries.
It enables scalable PBR workflows for real-time applications, modular kits, or auto-generated content.
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Procedural Tank Design System
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A Houdini tool for generating multiple tank variations for fast visual iteration, optimized for Magic Leap deployment with game-ready topology and baked PBR textures.
In Houdini:
A procedural tank generator was built with adjustable parameters for quick design exploration.
Artists could control chassis length, wheel size, armor layout, and optional modules like weapons and antennas. Procedural materials were created using VOPs, with baked PBR textures (Base Color, Roughness, Metalness, Normal). UVs were optimized, and meshes were decimated for performance. The final result was exported as clean, game-ready FBX files, optimized for Magic Leap use.
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In Unity (Magic Leap):
Optimized tank assets were imported into Magic Leap with support for runtime style presets.
The setup balanced visual quality and performance, enabling immersive spatial computing for AR experiences without compromising frame rate.
Read MoreThis system enables rapid design changes without manual modeling.
Its fully procedural pipeline supports fast iteration and generates lightweight, mobile-ready assets — perfect for stylized or realistic tanks in AR.
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