Procedural Geometry

Verdant Vale formal gardens using procedural geometry
Verdant Vale Procedural Foliage
Having gone through a range of art styles for the initial garden hedging and other foliage. Ranging from a Studio Ghibli style, though to more realistic, and then finally a large chunky art style.
This meant that I needed to rework the procedural foliage templates fairly considerably, to be able to accommodate each individual art style change.

Green House with procedural vegetation
Verdant Vale - Procedural & Animated Veg
Creating procedural geometry to give the feeling of 'Timelaps' as an effect in game. I engineered the procedural geometry to follow a spine path, that I could weave through the garden support frames and posts for the runner beans and grape vines.
The pumpkin also uses the same spline based technique for the growth vines which I also, interspersed with flowers bloom assets to show the grow stages of the pumpkin in game.
To see the full animation, please see my technical art showreel in the link below.

Verdant Vale Procedural Hedging
For the project I started with a Studio Ghibli art style, to produce a colourful hedging for the formal period style gardens. This could easily be scaled up by an Artist to the proportions they needed and also allowed to procedural materials for the shading that could then be further altered by adding a noise modifier to give the feeling of procedural leaves.
Though the art style changed several times during the game development, to a slightly more realistic art style, and then finally a large chunky one (See below).
For each style, this meant that I needed to rework the procedural foliage templates fairly considerably, to be able to accommodate each individual art style change.
Verdant Vale - Procedural hedge topiary, that I created with a slightly more realistic style.

Verdant Vale - Procedural grape vines in the green house, showing the more 'chunky' art style with more exaggerated sizes in foliage and fruits
Verdant Vale - Spline based grape vines, featured here with slider parameter controls controls.

Verdant Vale - Procedural trees, created various art styles to test in game.
Mighty Kingdom - Hyper Rush Game
Houdini Procedural Tracks & Foliage
The Hyper Rush (Previously known as Ball Stars) project involved a complex track framework for the game for Players to race each other. To allow the Games Designers to experiment and create new track placement quickly, I helped the team to create a procedural tracks system using the Houdini Engine linked with the Unity game engine.
This was to replace a similar Unity plugin editor that was more limited. The Houdini system did allow us far more customization and to able to build the procedural geometry templates from scratch, with a new parameter control system. See example tracks pictured below.

Procedural spline based tracks, that I created using Houdini and interactively added to Unity using their engine.

Hyper Rush concept art showing the impression of the eventual game tracks styled as a desert canyon design.
I created some procedural trees within Houdini to accommodate the track natural environment, this movie clip shows some of the conversion to a HDA for sue in game.



