I design terrain through multiple approaches — from procedural generation to real-world data extraction and engine integration. Each project explores a different aspect of how terrain can be defined, analyzed, and deployed.

Converting satellite imagery and elevation data into structured procedural 3D terrain.

This project explores a procedural workflow for processing LiDAR datasets and reconstructing terrain environments from raw point cloud data.

A procedural system that converts OpenStreetMap (OSM) data and elevation data into structured 3D environments.

Node-based terrain generation with slope-aware masks, settlement flattening, and art-directable controls.

Built a Unity-to-Houdini terrain streaming workflow that captures geospatial data, packages metadata, and reconstructs terrain procedurally for real-time engines.

Custom GeoJSON pipeline built in Houdini (Python), including reprojection logic, attribute handling, and geometry reconstruction.