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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


C# for Beginners. Lessons 1: VARIABLES part 1
C# for Beginners: Data Types in Simple Terms
Pavel Zosim
Nov 23, 20256 min read


Shader Fundamentals in Unity/Unreal
edit v.0.6 Shader Fundamentals and Rendering Pipeline Shaders are small programs (with a “.shader” extension in Unity, and .usf/.ush in Unreal) that determine how surfaces interact with light . They perform mathematical calculations and execute a set of instructions (commands) to compute the color of every pixel covering an object . In essence, a shader tells the GPU—whose thousands of small, efficient cores are optimized for parallel processing—how to render objects based
Pavel Zosim
Mar 5, 20255 min read


Compute Shaders in Unity.
Compute Shaders are specialized tools that enable massively parallel computations on the GPU, bypassing the traditional rendering pipeline. They’re ideal for tasks like real-time texture generation, physics simulations, and complex data processing.
Pavel Zosim
Mar 3, 20259 min read


TECHNICAL ART: Basics. Coordinate & Transformation Systems
Technical Art Basics: Coordinate Transformation Systems. Understanding local, world, and view spaces in computer graphics.
Pavel Zosim
Feb 17, 202513 min read


Image Compression & Resizing Tool
JackPressed - v1.0 is a Python-based image compression and resizing tool designed for efficiency and ease of use. It supports batch processing with multi-threading, smart alpha handling, and power-of-2 resizing, making it an essential tool for developers, designers, and content creators. Features ✨ 🖼️ PNG : Supports both oxipng (lossless) and pngquant (lossy) compression. 📸 JPEG : Custom quality mapping for optimal compression. Smart Processing Multi-threaded batch operat
Pavel Zosim
Feb 3, 20251 min read


Dumpster
🎮 Low-Poly Dumpster – 3D Model Polycount: 1442 triangles – optimized for performance in game engines while maintaining clean geometry. Texture Atlas Included: Textures for the dumpster are included, ready for immediate use. Formats: FBX format for maximum compatibility across platforms. UV-Mapped Textures: All textures are properly UV-mapped for easy integration into your project. Like this post? ( ´◔ ω◔`) ノシ Support: Buy Me a Coffee | Patreon | GitHub | Gumroad |
Pavel Zosim
Jan 30, 20251 min read


Procedural environment and asset OPTIMIZATION for Games Using Houdini (Chapter 1)
Introduction In this article, I will walk through the process of creating a procedural environment and optimizing assets for game development using Houdini. The focus will be on modeling, texturing, and preparing assets efficiently while maintaining optimal performance for a game engine such as Unity. Project Scope The goal of this project is to model and texture the provided assets: a modular building, and a terrain with a road. Each asset has specific low texel density, pol
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


Modular Market Shelf
🛒 Shelf Rack Modular – 3D Model Showcase and organize products with this premium modular shelf rack model. Featuring a realistic, physically accurate design, it’s perfect for retail scenes, games, animations, and architectural visualization. 📌 Key Features : Physically Accurate Dimensions : Designed with precise measurements and proportions for authenticity. High-Quality Design : Reflects the sleek and functional appearance of professional retail shelving. Modular Structure
Pavel Zosim
Jan 6, 20251 min read


houdini to after effects tool
This Houdini tool was built to export animation and data from Houdini into Adobe After Effects in a clean and predictable way. When working with simulations, procedural animations, or technical setups, it’s often necessary to bring motion data into compositing tools. Doing this manually or through ad-hoc scripts quickly becomes error-prone and hard to maintain. This tool provides a simple and structured way to export data from Houdini and reconstruct it inside After Effects,
Pavel Zosim
Dec 26, 20242 min read


Folder-Based File Importer
The Folder-Based File Importer is a custom Houdini Digital Asset (HDA) designed to streamline the process of importing multiple files from folders directly into Houdini. Original Local Rotation Orientation Checking and changing the Local Scale and Orientation of Geometries is Made Easier with This Tool Technical Insights Batch Importing with Subfolder Scanning The tool can scan directories recursively, including subfolders, to locate and import files with user-specified exte
Pavel Zosim
Dec 18, 20242 min read


FX Breakdown: Flame Simulation - Vertex Animation (Houdini / Unreal / Unity)
In this short video, I present a quick overview of the "Camp Fire" FX creation process using Vertex Animation techniques. I used Houdini 20.5 with Sparse Fire Simulation and upres techniques for Unreal Engine 5.4 with Lumen and Unity URP/HDRP 2022.3.4. Watch as I showcase key steps, including geometry preparation, loop animation, shader creation, and particle system building for sparks, hot air convection, and burnout sticks.
Pavel Zosim
Oct 9, 20241 min read


Material Path Manager
Material Path Manager is a Houdini tool designed to streamline the process of managing and generate materials in your projects. This tool automatically generates material names from geometry string attributes, ensuring consistent naming conventions across different platforms such as Mantra, MaterialX, Arnold, etc. and different game engines such as Unity, Unreal. The workflow involves: Creating a "path" attribute from any geometry to establish naming consistency. Automaticall
Pavel Zosim
Sep 27, 20241 min read
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