Extremely Procedural Environment Art with Houdini

Houdini is a powerful tool for procedurally modelling lots of different props, but can we go deeper? Can we get more procedural? Triple-A studios like Ubisoft Montreal and Guerilla Games built elaborate Houdini pipelines to make massive open worlds, but can indie developers steal their homework learn something from all of their hard work?

Let’s turn level blockouts into production-ready environment art by applying triple A techniques on an indie budget, and then examine what’s great and not great about that bizarre approach.

Speaker Bio

Roy Theunissen is an all-rounder, crazy scientist, shader wizard, rapid prototyper, Houdini evangelist, but most of all: a passionate independent game developer. He’s had an eventful 10 years in the game industry:
  • Made hats and weapons for Team Fortress 2 for Valve
  • Made mobile titles for Bandai Namco & Netflix
  • Made a console title with Nintendo of Japan and Paladin Studios called Good Job™
  • Won Best Game Design and Best Game at the Dutch Game Awards 2021 for Good Job™
Since then, he’s been working full-time as a solo developer since 2021 and doing freelance work from time to time.