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Procedural Interior Rooms with Houdini & USD — Interior Design Pipeline Breakdown
A technical case study describing a USD-based pipeline for interior design, focused on parallel workflows, scene structure, asset reuse, and cross-DCC collaboration.
Pavel Zosim
Jan 173 min read


Enemy System Progress + Player/Camera Integration
Solo Game Dev Vlog In this vlog I walk through the progress I’ve made on the modular Enemy System (attack and spawn) and the first phase of Player & Camera Integration . The enemy system now has a solid foundation: data stored in ScriptableObjects, health and attack modules, movement patterns like chasers and ranged units, and loot drops tied directly into death events. I also built a spawning system that uses NavMesh sampling to keep things flexible and reliable. On the pla
Pavel Zosim
Dec 15, 20251 min read


Procedural environment creation houdini — chapter 1
Procedural environment creation in Houdini chapter 1 focusing on asset optimization, modular scene construction, and production-ready workflows.
Pavel Zosim
Jan 29, 20255 min read


Procedural Tire Generator – Scalable System Breakdown
A production-oriented breakdown of a procedural tire generator built on real-world automotive dimensions, demonstrating stable scaling, tread logic, and sidewall systems.
Pavel Zosim
Jan 12, 20253 min read
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