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.

Procedural LiDAR point cloud processing workflow for filtering, classifying, and reconstructing terrain from data.

Procedural OpenStreetMap workflow for turning roads, building footprints, 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.

Houdini GeoJSON pipeline that converts New York City building footprints into reprojected, attribute-driven 3D city geometry.