About Me
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.
In 2017, I released my first Houdini Masterclass at Ubisoft. The 35-hour video course has since helped countless employees at the company pick up Houdini as one of their main tools of work. The joy of being able to teach my skillset to others has stuck with me ever since.
While I created and held several smaller lectures at conferences, events and in private one-on-one sessions, in late 2019, I decided I wanted to try my hand again at creating a new Houdini Masterclass.
I envisioned one bigger and more advanced than any of my lectures before, that I could also publicly release.
Thanks to the support of my Patreon backers, I have been able to make this Masterclass into reality, and it has been quite a journey.
The Masterclass is meant to bring together all my skills as a Technical Artist and Teacher into a comprehensive, multi-part course. My goal being to allow any Houdini user, at any skill level, to attain the same level of skills and insights that I have cultivated over the past decade.
In 2022, with the encouragement of my Patreon backers, I started working on a toolkit and lecture series about modifying Unreal’s landscape. This has evolved over time into the Massive Worlds Toolkit. A Houdini powered, open world framework for the Unreal Engine 5.
Over the past few years this has gradually evolved into a professional software package, meant to be used by both large professional studios and indie developers alike.
I’ve since released a series of workshops and tutorial videos regarding the Massive Worlds Toolkit and how to craft unreal open world landscapes using Houdini and Unreal 5.
Furthermore, the toolkit is being developed alongside other projects that I’ve developed for my clients, allowing it to evolve and be battle tested.
While this has meant that my Houdini Masterclass development has taken a back-seat for the time being, I do plan to continue the Masterclass in the long run. However, as Unreal has evolved over the years, and so has Houdini, this does mean future chapters of the masterclass will need some revision before I can release them.
Featured In
Interviews
9:02
41:40
3:42
articles & publications
MIGS18 - MONTREAL INTERNATIONAL GAME SUMMIT
In 2018, I hosted the Masterclass: “Procedural Road Generation for World Builders” an in-depth crash course on pathfinding for natural road generation in Houdini.
Testimonials
It also had homework assignments to make sure the topic was understood before moving on to the next lessons. It felt like a treasure chest of knowledge that gives Ubisoft employees an advantage over other companies.
After 40 hours of training, I spent roughly 80 additional hours refining the system at home.
It beat all the other paid expensive Houdini courses for sure.
When I was blocked, I contacted him and he responded He had patience to explain everything in detail, to make sure that I understood and I can continue from that point on my own.
Great mind, great character.
I recommend him as a tutor due to his strong pedagogic skills that has proven over the classes ! I recommend him as a co-worker due to his ability work in a team, with the team.