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

