Awarded 2nd Place in the Houdini 2025 Game Art Challenge (Environment Category)
Every asset in the scene—including the ruins, trees, leaves, grass, flowers, campfire structures, decals, and vertex-color wind-reactive foliage—was entirely procedurally generated in Houdini.
Key technical highlights:
* All models and layouts were built procedurally using Houdini SOPs, Vex and Python
* Stylized textures and material masks were created in Houdini’s COPs (Copernicus) system
* Vertex colors were used to control wind animation across foliage and decal effects
* The final scene was assembled, lit, and optimized in Unreal Engine 5
Inspired by games like Breath of the Wild, this project demonstrates a full Houdini-to-UE5 pipeline, showcasing my ability to create immersive, stylized environments through procedural workflows.
Software Used: Houdini, Unreal Engine 5
Stylized Ruins – Houdini Game Art Challenge 2025 (Environment Category Explanation)
↓↓  The Tools Show  ↓↓
↓ ↓ ↓ Campfire Generator ↓ ↓ ↓

Houdini Breakdown

Parameters in UE5 (1)

Parameters in UE5 (2)

Campfire Nodes in Houdini

Fire shape texture created in COPS for use in UE5's Niagara system

↓ ↓ ↓ Flower Generator ↓ ↓ ↓

Houdini Breakdown

Parameters in UE5 (1)

Parameters in UE5 (2)

Parameters in UE5 (3)

Parameters in UE5 (4)

Create foliage decal in COPS

Full node in Houdini

↓ ↓ ↓ Tree Generator ↓ ↓ ↓

Create two differently shaped leaves in Houdini COPS (1)

Create two differently shaped leaves in Houdini COPS (2)

↓ ↓ ↓ Procedural Grass ↓ ↓ ↓

Houdini Breakdown

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