procedural.systems
Houdini HDAs, VEX, Python, USD workflows, procedural modeling and simulation systems.
houdini / vex / python / usdENGINE-AGNOSTIC REAL-TIME SYSTEMS / HARDWARE-AWARE R&D
Technical Artist with 6+ years in real-time production and nearly two decades in computer graphics. I work across Houdini, Unity, Unreal, and proprietary engines — building scalable systems that bridge art and engineering: shaders, procedural workflows, VFX, asset pipelines, and tools that stay performant and practical day to day.
implementation records · experimentsopen blog index →
clients include NASA, Meta, FAA, Deloittebrowse all projects →
Short loop studies collected during day-to-day practice: particles, fluids, destruction, fire, weather, and simulation tests. These are working shots rather than polished case studies.
Reusable utilities, production helpers, and game-ready assets. Each entry includes implementation notes rather than only a download link.
tools · scripts · 3D assetsbrowse tools and assets →
breakdowns / lessons / R&Dopen complete blog →
Houdini HDAs, VEX, Python, USD workflows, procedural modeling and simulation systems.
houdini / vex / python / usdHLSL, compute shaders, Unreal materials, Niagara, Unity VFX Graph, GPU profiling.
hlsl / compute / ue / unityEditor tools, batch operations, content validation, export systems and deterministic automation.
c# / python / data / qaMoving authored systems into runtime constraints without losing useful artist control.
profiling / api / optimizationMy work focuses on building scalable, maintainable real-time systems that bridge art and engineering. I develop shaders, procedural workflows, real-time VFX, asset pipelines, and production tools while ensuring they remain performant, reusable, and practical for day-to-day development.
I have contributed to commercial XR and interactive productions including the Emmy-nominated Blumhouse Enhanced Cinema experience at Nexus Studios for Meta, and the NASA First Woman XR platform, recognized with American Advertising Awards. Both required balancing visual quality with strict real-time performance budgets across multiple target platforms.
Rather than creating one-off solutions, I design modular workflows and reusable architectures that improve iteration speed, reduce maintenance, and support artists throughout production. My approach combines procedural thinking, mathematics, rendering, optimization, and visual design.
My experience includes HLSL shader authoring, Houdini procedural systems, real-time VFX, Python and C# tooling, asset integration, VR and mobile optimization, and collaboration between artists and engineers. I document workflows and technical research through this blog and ongoing R&D projects.
Open to collaboration on technical art, procedural systems, real-time VFX, engine-facing workflows, and production tools.
This is a working notebook first. If the systems documented here overlap with a problem your team is solving, write to me directly.