Procedural this, procedural that
summary
Builds node-based pipelines in Substance Designer and procedural rigs in Houdini + VEX to automate textures, VFX and level dressing, shipping a crowd‑distribution tool that scales across dozens to ~100 stadiums and a mobile VFX generator that runs on decade‑old phones. Uses OSM vectors to create city‑based generative maps, a neon‑sign generator that exports animated shaders to Unity, and a 3D‑printed procedural flower that required iterative fixes but ultimately prints.
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chapters (28)
- 0:00Introduction
- 1:05Textures to procedural systems
- 3:12Crowd distribution for stadiums
- 5:39Procedural VFX for mobile
- 7:24Adaptive VFX for 3D objects
- 8:29Map generation for game worlds
- 9:33Generating UI badges fast
- 10:34Fast level design tools
- 11:15Generative art for branding
- 12:38Personal projects and work
- 13:19Early struggles with art
- 14:03Art from OpenStreetMap
- 15:49Animation data sculptures
- 17:12Procedural textures for football
- 18:15Football match conflicts visualized
- 18:35Procedural spaceships and symmetry
- 19:19Neon sign generator
- 20:02November generative art
- 21:05Return to generative art
- 22:30Procedural art for festival
- 24:163D printed procedural flower
- 25:18Robot drawing experiments
- 26:01Generative art museum opened
- 29:55Museum fire aftermath
- 30:38Procedural art for climate
- 31:39Commercial procedural animation
- 32:43November video loops
- 33:46Summary
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