Technical Artist focused on procedural systems design. I build Houdini-integrated pipelines for Unreal and Unity, creating data-driven systems that make hidden procedural logic visible and controllable for artists, with a strong emphasis on clarity, documentation, and long-term maintainability.
Skills: Houdini (VEX/Python) | Unreal & Unity | Procedural Content Generation | Data-Driven Systems | Artist-Friendly Tools | Pipeline Ownership

End-to-end modular geospatial terrain pipeline

A Houdini building generator supporting both fully procedural and modular kit workflows, with attribute-driven variation and procedural UVs.

Procedural vegetation toolkit for stylized environments with controllable grass, vines, and path-aware asset scattering.

Game projects where I contribute as a game developer and technical artist, using Houdini whenever procedural workflows can improve iteration and control.

Procedural programming examples in Houdini using VEX, expressions, and spatial geometry workflows.

A collection of real-time game shaders focused on stylized rendering, including Unity Shader Graph water, toon shading, depth-based effects, foam, Fresnel highlights, and vertex animation.