Procedural Environment
I created this procedural environment in Houdini from start to finish, building the whole scene as a single, controllable system rather than a one-off setup. I focused on shaping the terrain look and using procedural scattering to place and vary assets in a way that still felt art-directable, then refined the result through consistent experimentation and iteration.
Looking back, the strongest parts of the project are the clarity of the workflow and the control I achieved over the terrain and distribution, and the next step is pushing it further with richer terrain detail (especially rocks and more natural mountain variation) and a more believable village layout by developing stronger “man-made” pattern logic through deeper noise exploration.
SKILLS Used
Houdini (SOPs / procedural workflows)
HeightField terrain generation
Noise manipulation (terrain shaping)
Masking (slope/height based)
Procedural scattering
Attribute-driven instancing
Biome/preset switching
Parameterised controls
Iteration and look exploration
Workflow documentation
I built this Houdini tool to give me full, art-directable control over an environment from one interface, so I can iterate quickly without rebuilding the scene. Using biome switching plus dedicated sliders for mountain shape/height/scale and separate scatter controls for trees, rocks, shrubs, houses, and animals, I can reshape the terrain and repopulate the world on demand while keeping the result consistent and easy to refine.
PROJECT DOCUMENTATION
DESERT
ASSETS
SNOW
ASSETS