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 / optimizationThe pattern repeats across every project regardless of studio size: find the production bottleneck, build the tool or system that removes it, then document it well enough to survive without me in the room. I treat pipelines as contracts — registries, naming conventions, data-driven inputs — because that is what keeps a system predictable as a team grows around it. This site is where that documentation lives: breakdowns, R&D notes, and the reasoning behind each system, not just the finished result.
That approach has shipped inside commercial XR and interactive work — the Emmy-nominated Blumhouse Enhanced Cinema for Meta at Nexus Studios, and the NASA First Woman XR platform, recognized with American Advertising Awards — both balancing visual fidelity against strict real-time performance budgets across multiple hardware targets.
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.