Thomas Meduri
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    • Procedural Generation
    • Shaders and VFX
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Technical Art

Systems and Workflow Design

I build custom workflows that combine my foundation in art with technical problem-solving, addressing production challenges across asset pipelines.

Interactive Prototyping

Building real-time interactive prototypes to validate ideas, systems, and production direction.

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Production Pipeline

Creating efficient workflows across multiple software and integrations.

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Houdini | Unity Tools

Systems designed for parametric 3D asset and special effects.

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Procedural Generation

Scalable and consistent content built for efficiency.

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Unity Shaders and VFX

Procedural shading for control and fast iteration.

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Expertise

houdini-svgrepo-com

Houdini Pipeline

Procedural systems supporting automation, iteration, and performance

  • Cog Cog

    Pipeline

    PDG-driven automation for data processing, batching, and large-scale asset export.

  • Tools Tools

    Tooling

    Houdini tooling to accelerate asset creation for environments and workflow optimization.

  • cube-alt-2-svgrepo-com

    3D Assets

    Procedural modeling and texturing, PDG automation, and non-destructive asset workflows.

  • animation-svgrepo-com

    Animation

    Houdini KineFX – motion editing, retargeting, and procedural animation workflows.

unity

Unity Integration 

Production-ready Unity asset, shader, and VFX workflows

  • Code Code

    Prototyping

    Scripting interactions, behaviors, and prototyping tools.

  • Tools Tools

    Tooling

    Create custom tools within the Unity Editor and runtime.

  • Record Record

    Shader Graph

    Build and adjust real-time materials for production use

  • Flash Flash

    VFX Graph

    Real-time visual effects built with node-based systems

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