Discipline — Houdini
Houdini is the procedural backbone of the practice — the tool behind festival mainstage visual packages, award-show performance visuals, and tour content: particle systems, dynamic smashes, fluid and terrain simulations built to loop all night without a visible seam.
The same procedural thinking carries into real-time and immersive work — environment and asset preparation for Unreal Engine worlds like Costa Palmas and Botanical Dimensions, point-cloud treatments of volumetric video with Google Jump, and pipeline TD on fully CG spots like Millerverse.
The work spans
A run of pieces produced in 2014 and 2015 with Jeff Smith of Eye Vapor and Michael Fullman of VT Pro Design — a chance to stretch both real-world model-making and CG.
The centerpiece came in early 2015: visuals for Deadmau5's Juno Awards performance of "Seeya," his new single with vocalist Colleen D'Agostino, at the ceremony in Hamilton, Ontario.


The base visual package for the Bass Pod stage at Electric Daisy Carnival in Las Vegas, 2015 — the loops that give a festival mainstage its identity all night long, on a stage designed by Heather Shaw of Vita Motus.
The 3D loops were modeled, animated, and rendered in Houdini, working the looks with creative director and lighting designer Michael Fullman.




Visuals for the tracks "Runaway" and "Atmosphere" — particle systems, dynamic smashes, and a series of loopable terrains with simulated auroras.
The hardest part was the terrain: landscapes that had to feel alive and endless while looping without a visible seam. Everything was simulated and rendered in Houdini, then composited in Nuke and After Effects.


"Landscapes that had to feel alive and endless while looping without a visible seam."
Volumetric video for virtual reality using Google Jump, Houdini, and Nuke.
Built on a love of the visual aesthetic of point clouds and their ability to represent and recreate three-dimensional space.


A virtual reality visualization for Costa Palmas, the Four Seasons resort development on Baja's East Cape — built while the resort itself was still under construction, letting buyers and stakeholders walk the property years before it existed.
All of the work was done in Houdini and Unreal Engine 4: environment and asset preparation procedurally in Houdini.


A procedural Houdini HDA system that generates Titanopolis, the home city of Netflix's Super Giant Robot Brothers — district generators for downtown, residential, industrial, and resort blocks growing from terrain.
Streamed into Unreal Engine as live Houdini Engine assets on the first series made entirely in a real-time engine.

