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FROM FILE TO PIXEL · PART 03: THE DATA
How do you avoid silent data corruption when passing structs from C# to HLSL? Learn the exact alignment rules of std140/std430 and optimize your CPU-GPU data pipeline.
Pavel Zosim
May 310 min read


Houdini Procedural Explosion VFX — Systems Breakdown
How I built a layer-based procedural explosion tool in Houdini — from velocity setup and Pyro simulation to VAT export and Six Point Lighting in Unity. A breakdown of the system architecture and the thinking behind it.
Pavel Zosim
Mar 20 min read


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


C# Variables Lesson 1 Part 3
C# variables lesson 1 part 3 focusing on <topic>. Part of a structured beginner series.
Pavel Zosim
Dec 6, 20253 min read


C# Variables Lesson 1 Part 2
C# variables lesson 1 part 2 focusing on 2. Part of a structured beginner series.
Pavel Zosim
Dec 6, 20255 min read


C# Variables Lesson 1 Part 1
C# variables lesson 1 part X focusing on 1. Part of a structured beginner series.
Pavel Zosim
Nov 23, 20256 min read


Unity ShaderLab Cheatsheet (CG & HLSL) – 2024/2026
A practical Unity ShaderLab cheatsheet for technical artists, covering render states, tags, blending, depth testing, and CG/HLSL structure across Built-in, URP, and HDRP pipelines.
Pavel Zosim
Mar 9, 20250 min read


Technical Art CG Shaders – Unified Guide
A unified technical art CG shaders guide explaining real-time rendering, shader stages, and engine pipelines for technical artists.
Pavel Zosim
Mar 5, 20255 min read


Low-Poly Dumpster 3D Model
Low-poly dumpster 3D model with UV-mapped textures and FBX export for real-time pipelines.
Pavel Zosim
Jan 30, 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


FX Flame simulation vertex animation
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. Like this post? ( ´◔ ω◔`) ノシ Support: Buy Me a
Pavel Zosim
Oct 9, 20241 min read
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