Proceduralism
Showcased here are procedural tools and systems I have made both in and out of university.

NEW Cave Generator
This is a remake/reworking of my cave tool I made during my second year of university. For this version, I focused on improving the shape of the cave, as well as adding more features and optimising the tool.
I also split the tool into 4 separate HDAs, including a cave HDA for generating the cave geometry, and then HDAs for generating rocks, stalactites and stalagmites.
I have placed this tool for sale on Gumroad
Environment Assets
This is a pack of procedural environment asset tools I created for my second year university specialism module.
The pack contains Houdini HDA tools for generating trees, bushes, grass and rocks.
The tools have numerous parameters, and even have parameters for baking the foliage down into textures, and converting the mesh into low poly cards for optimization.
All the foliage seen in the renders on the right was created using my tools.
Cave Generator
For my first Houdini project, I created a HDA for generating caves, for use in Unreal Engine.
The cave had several elements which could be customized through parameters, such as stalactites and stalagmites. The shape of the cave could also be customized, and is spline driven.
Included is a video briefly demonstrating the process of using the tool.





