Looping simulated-aurora terrain rendered in Houdini for Kaskade

Discipline — Houdini

Houdini

Procedural VFX · SideFX Houdini Stage Visuals · VR · Real-Time Worlds VT Pro Design · VR Playhouse · GoldenLA · Master of Shapes · USC

Modeled, animated, and rendered in 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.

Stages & ToursDeadmau5 (Juno Awards) · EDC Bass Pod · Kaskade — with VT Pro Design
Real-Time WorldsCosta Palmas · Botanical Dimensions · Fab Cars · World in a Cell
CG & VRMillerverse (GoldenLA) · Archangel · Jack in the Box · Google Jump (VR Playhouse)
DownstreamNuke · After Effects · Unreal Engine

The work spans

01

Deadmau5

VT Pro Design (Acronym)

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.

Deadmau5 Juno Awards performance visuals
Deadmau5 Juno Awards performance visuals
Deadmau5 forest world render Deadmau5 city world render Deadmau5 fluid simulation frame
02

EDC Bass Pod

VT Pro Design (Acronym)

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.

Bass Pod stage at Electric Daisy Carnival
Bass Pod stage at Electric Daisy Carnival
Bass Pod ultra-wide content loop frame
Bass Pod wireframe tunnel loop frame
03

Kaskade Tour Visuals

VT Pro Design (Acronym)

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.

Loopable aurora terrain for Kaskade
Loopable aurora terrain for Kaskade
Kaskade particle system frame Kaskade dynamic ice smash simulation Kaskade terrain render

"Landscapes that had to feel alive and endless while looping without a visible seam."

04

Google Jump

VR Playhouse

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.

Point cloud reconstruction from Google Jump capture
Point cloud reconstruction from Google Jump capture
05

Costa Palmas

VR Playhouse

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.

Costa Palmas real-time environment
Costa Palmas real-time environment
06

Super Giant Robot Brothers

Reel FX / Netflix

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.

Titanopolis procedural city system in Houdini
Titanopolis streamed into Unreal Engine