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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 […]

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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 […]

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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 […]

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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 […]

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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. […]

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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, […]

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Art Breakdown Houdini

Racetrack Breakdown – Track

This blog post will breakdown the Track from the Racetrack Toolset created in Houdini. You will be able to see the construction of the tool. I’ll also talk about the process and some problems I encountered throughout the project. Link to Portfolio Post here. Construction This entire system is built on a curve based input. From […]

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Art Breakdown Houdini

Racetrack Breakdown – Fences and Tires

This blog post will breakdown the Fence and Tire tools from the Racetrack Toolset created in Houdini. You will be able to see the construction of the tool. I’ll also talk about the process and some problems I encountered throughout the project. Link to Portfolio Post here. Construction The Tire Stacks can have up to five […]

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Houdini Portfolio

Houdini Racetrack Builder

This project was a collection of tools created in Houdini for use in Unreal Engine. There are four total tools in this toolset the each serve a different purpose in the racetrack creation. Each one has a link to the breakdown on how they were developed. Track Creator Grandstand Constructor Fence/Barriers/Tire Stacks In this post […]

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Art Breakdown Houdini

Racetrack Breakdown – Grandstands

This blog post will breakdown the Grandstands from the Racetrack Toolset created in Houdini. You will be able to see the construction of the tool. I’ll also talk about the process and some problems I encountered throughout the project. Link to Portfolio Post here. Construction Here is a rough list of the adjustable sections: Covered or […]