Responsible for procedural world building toolset with Houdini and Unreal. Fully procedural, photo real city building. Supporting team with python tools for workflow optimization. Some noteworthy systems:
Built procedural world building pipeline using Houdini and Unreal 5. Most tools have a front end UI for use in engine, and a back end built around PDG for batch processing. Some noteworthy tools were:
1. Procedural Rivers/Streams/Lakes/Waterfalls
2. Custom animation with VAT, with dynamic slicing for camera culling. Blueprint assembly in Unreal.
3. Damage/surface treatment (stone, metal, wood)
4. Cliffs
5. Biomes
6. Landscapes
Instructor
Gnomon School of Visual Effects, Games + Animation
July 2018 - December 2022
I run the VFX Demo Class and guide the students on how to create compelling pieces that will best showcase their abilities.
Senior Houdini TD and Tech Artist
Walt Disney Imagineering
August 2015 - November 2021
Worked with R&D on realtime workflows using Houdini and Unity. Built custom lidar meshing toolset. Built custom image driven water simulation toolset. Additionally worked on Houdini technical setups for FX shots and projections.
Lead Houdini TD
The Famous Group
August 2020 - September 2020
Developed custom fluid simulations in Houdini for use inside Unreal engine.
Instructor
The Master's University
August 2016 - December 2018
I teach a variety of VFX related classes that give students a solid overview on creating visuals for use in a VFX environment.
Intern
Sidefx Software
March 2015 - August 2015
Greater Los Angeles Area
I developed FX rigs for film or game cinematics, the main purpose is to showcase what Houdini can do. Focusing more on mastering VEX/VOPS and learning more about the core of how Houdini works under the hood (microsolvers, custom fields and volumes, etc).
Teaching Assistant
Gnomon School of Visual Effects, Games + Animation