HIGH CONCEPT
Hybrid Cozy Village Builder + Exploration/Survival + Narrative Mystery.
Bridging the gap between artistic vision and maximum scalability. From high-end feature films to procedural game environments, I specialize in automating perfection.
This platform serves as a high-fidelity archival nexus and live development tracker. It is designed to document the intersection of high-end VFX pipeline architecture, real-time proceduralism in Unreal Engine 5, and the emerging field of Agentic AI in technical production.
Autonomous DCC orchestration layer for high-volume VFX production. Decentralizing dependency management and render-farm synchronization.
Physically-based simulation of marine buoyancy and abyssal logistics in Unreal Engine 5. Focus on modular hull integrity and agent-driven traversal.
GPU-accelerated particle solver utilizing CUDA-LBVH for large-scale astrophysical simulations and real-time VFX particle dynamics.
A decentralized game mechanic for Smart Assemblies within Eve Frontier, the upcoming MMORPG by CCP Games.
End-to-end technical solutions designed to scale production output and eliminate workflow friction.
Designing and implementing studio-wide production pipelines from scratch. Leveraging Python, C++, and microservice frameworks to replace fragile scripts with robust, database-driven tracking systems.
Capable of integrating Autodesk Maya, Houdini, Nuke, and Unreal Engine into a unified data flow utilizing ShotGrid or custom tracking backends.
Custom application and tool creation for artists and technical directors. From high-performance C++ plugins to responsive PySide/PyQt artist interfaces embedded directly within DCCs.
Bridging the gap between offline rendering and real-time. Extensive experience profiling, optimizing, and building procedural generation tools (PCG) within Unreal Engine 5.
From deep-sea basins to infinite asteroids. We build procedural generators that output production-ready environment assets in Unreal Engine 5.
Specializing in large-scale simulations and data management. We provide deep-dive Houdini scene audits to optimize bottlenecks and refine complex simulation setups for production efficiency.
Fully automated, strictly enforced relational schema serving as the authoritative truth for all asset states. By abstracting the file system entirely, we maintain 100% data integrity across all DCCs. Trust in the schema.
The DB Core utilizes SQLite for local caching and syncs continuously with Shotgrid/PostgreSQL. It automatically builds dependency graphs on publish, ensuring that assets sent to the render farm never fail due to missing dependencies or broken referenced paths.
FIG A. Relational dependency mapping and shot-based asset resolution.
A completely stateless DCC operating environment. Shot Launcher resolves the active database context before any software executable runs.
This wrapper injects specific environment variables (OCIO, PYTHONPATH, LICENSE_SERVERS) at runtime based on the shot requirement. No pollution of local OS variables. Every artist boots into a perfectly replicated, sterile environment ensuring exact reproducibility across global studios.
FIG B. Unified environment launcher & context-aware software manifest.
Procedural, non-destructive, and infinitely modular asset assembly pipeline built completely on Universal Scene Description (USD).
Takes advantage of Houdini Solaris to compose sparse layouts and override materials seamlessly at the sequence and shot levels. We auto-generate proxy, render, and collision variants during publish, allowing Unreal Engine 5 to dynamically load the appropriate payload across sprawling open worlds without stalling the main thread.
FIG C. Multi-threaded version browser with integrated metadata and
playback.
The primary architecture focuses on decentralizing the traditional VFX pipeline. By replacing hardcoded file paths with a relational asset-tracking system, Nexus ensures cross-DCC compatibility (Houdini, Maya, Unreal) without path breakage.
FIG D. Automated daily management and editorial synchronization tools.
DIAGRAM 1. Decentralized Asset Orchestration Architecture.
Imagine a world where the oceans have swallowed civilisation, leaving only the scattered remnants of humanity clinging to floating scraps of the old world. The Last Barge is not just another survival game; it is an exploration of isolation, adaptation, and the terrifying beauty of the deep unknown. We are building an experience that forces players to transition from the cozy, sunlit 'Surface Dream' of Act 1 into a descent towards deep-sea alien horror by Act 4.
At its core, it is about connection. You do not simply craft a raft—you engineer a modular, floating village. Galleys, greenhouses, and moonpools must be interconnected dynamically to survive the relentless atmospheric pressure and procedural anomalies. The ocean itself is a character, reacting and mutating based on real-world USGS bathymetry data fed through a procedural Houdini pipeline.
This is a narrative adventure where the environment dictates the story. With advanced echolocation mechanics replacing traditional vision in the abyssal zones, your scanner becomes your only lifeline. You are not just fighting to survive; you are diving into the abyss to uncover why the waters rose, what lurks beneath, and ultimately decide the fate of whatever is left of humanity.
Hybrid Cozy Village Builder + Exploration/Survival + Narrative Mystery.
Village Management (Surface), Exploration (Underwater), and Narrative Mystery.
Utopia vs. Dystopia, Ignorance vs. Knowledge, and Curiosity.
The Barter Guild, The Keepers, The Drifters, and The Exiles.
Early Game (Survival) to Endgame (Final choice).
FIG A. Modular hull buoyancy & physics integration.
Redefining the indie production pipeline.
The development of The Last Barge represents a paradigm shift in how we approach game architecture. Instead of relying solely on traditional manual coding and monolithic blueprints, we are pioneering an Agentic AI-based development stage.
By leveraging autonomous AI agents orchestrated through strict pipeline schemas, we are fundamentally compounding our output. Agents handle the generation of boilerplate C++ classes, procedural asset tagging, and automated regression testing across the Unreal Engine environment.
FIG B. Agentic Node Topology & System Hierarchy.
This isn't just code assistance—this is a collaborative hive-mind. AI agents simulate thousands of physics iterations to balance barge buoyancy, while simultaneously iterating on logic trees for ambient AI behaviors. The result is a AAA-scale procedural world, architected at the speed of thought.
FIG C. Procedural abyssal ecosystem & lighting.
A high-performance, CUDA-accelerated N-Body simulation engine featuring Barnes-Hut optimization, high-fidelity turbulence (Flow Noise), and native USD export for VFX pipelines. Developed to handle massive scale galactic simulations and turbulent "boiling" spheres inside Houdini/Solaris.
Direct Summation (O(N²)) via shared-memory tiled kernels for maximum precision, and Barnes-Hut (O(N log N)) using Linear Bounding Volume Hierarchy (LBVH) traversal.
Persistent, hash-based clumpy noise patterns with organic motion.
FIG 1. GALAXY_CORE_ALPHA // INITIAL STATE
Real-time cinematic solvers utilizing CUDA for massive-scale gravitational dynamics.
Direct `.usdc` binary export with per-frame background threading for real-time Houdini syncing.
The LBVH kernel utilizes shared memory arrays to optimize warp divergence during parallel tree traversal.
FIG 3. COLLISION_EVENT_BETA // HIGH_DENSITY
Prophet establishes a decentralized game mechanic for Smart Assemblies within the Eve Frontier ecosystem—the new upcoming MMORPG from CCP Games.
By deploying SUI contract extensions to the `world::gate`, we enable high-fidelity tracking of ship manifests and regional transit events, turning raw on-chain data into actionable intelligence for survival.
Built specifically for the persistent, survival-based universe of Eve Frontier, the Gate Sniffer tracks every jump event, regional ship manifest, and SSU transfer to predict regional shortages and trade opportunities.
FIG. Eve Frontier Regional Intelligence Feed.
A trustless revenue-sharing model (70/30) allowing players to host Prophet logic on their own Smart Assemblies.
Utilizing the `eve_vault` for automated fuel distribution and credential-based access control. This decentralized model ensures that the intelligence network scales horizontally across entire constellations.
FIG. Automated Frigate Manifest Tracking.
Natural language threat assessments and AI-driven market forecasting.
The AI Prophecy Core provides off-chain LLM-driven advisors that analyze on-chain traffic data to provide clear, actionable intelligence. It works in tandem with the Thermal Heat Mapper to navigate high-thermal "deviance" zones safely.
FIG. Smart Assembly Logic Execution.
Decoded transmission sequences.
A collection of technical breakdowns, masterclasses, and workflow tutorials. Discover courses covering Unreal Engine, Houdini, and advanced pipeline development.
SUBSCRIBE ON YOUTUBEIn-Depth Procedural City Creation and RBD Destruction for massive scenes.
Massive Houdini tutorial covering Pyro, Vellum, and rigid body dynamics.
Houdini toolsets for VFX car jumps and explosive pyro simulations.
Operational updates, methodology breakdowns, and pipeline research.
Cinematic visual archive and project credits.
With over 15 years in high-end feature film production, I specialize in bridging the gap between artistic vision and technical scalability.
Having served as Head of CG and CG Supervisor at studios like MPC and Mr. X, I lead teams to deliver world-class VFX for projects like Godzilla vs Kong, Aquaman, and Justice League.