Procedural Asset Production

Masterclass

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A Comprehensive Course on Procedural Tool Development for Game-Dev Pipelines.

  • In-depth training

    This course features multiple in-depth lecture modules, focusing on powerful and interactive world building tool design for games and architectural visualization.

    The main project of the course consists of a toolset that will allow designers to create a fully playable, art directable, highrise building for the Unreal Engine.

  • professional tool design

    You will learn how to design, efficient, flexible and user-friendly procedural assets and pipelines suitable for high-end projects.

    By the end of this Masterclass, you will have the same thorough understanding of Procedural tools development for games and Arch-viz that I have obtained over my career of using Houdini professionally.

  • any skill level

    The course is designed in such a way that it will allow entry for any level of Houdini user.

    With lecture modules for complete beginners who want to learn how to use Houdini for their personal project, to already established professionals who want to expand their skillsets. Whatever your goal in mind, this masterclass will take you there.

Modules

Each module expands upon the previous, adding to the larger Masterclass project in stages.

Module 2

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Module 3

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Module 4

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Module 5

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Module 6

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Foundation Module

This FREE module serves as the best entry point for any aspiring Houdini Technical Artist.

It covers the basics of Houdini and it’s interface and is suitable for complete beginners to Houdini.

Follow this module to learn how to use Houdini’s node language to build a simple tool that constructs procedural office buildings.
We will cover procedural modeling, UVs, texturing and how to install instances to bring everything into Unreal using the Houdini Engine plug-in.

Who Am I?

Erwin Heyms

Erwin Heyms

Technical Artist & Houdini Teacher

My name is Erwin Heyms and I have been a professional Technical Artist in the video games industry since 2013.

I have worked on various triple-A titles such as Ghost Recon Wildlands and Breakpoint as one of the main Houdini Technical Artists.

Over the course of my career, I’ve developed a large range of Houdini related skills and insights ranging from procedural tool development for World Builders and Artists, how to make interactive and user-friendly tools, and how to design procedural pipelines for games.

Testimonials

PROCEDURAL ASSET PRODUCTION MASTERCLASS

Get started with the FREE Foundation Module

Start NOW