



Procedural environment tools built in UE5 using PCG to accelerate production pipelines.
Houdini based procedure HDA building, also accisible in using in Ue5 seemlessly.
TOOLS BUILDING

Project 1
Forest Generator

Forest Environment Building Tools
This is a forest environment asset tool developed based on Unreal Engine 5’s Procedural Content Generation (PCG) workflow.
The tool enables efficient distribution of custom assets across landscapes, supports asset scattering and surface coverage on arbitrary meshes, and provides spline-based river and road generation.
By leveraging procedural and parameter-driven controls, the tool allows for rapid construction of forest environments while maintaining flexibility and scalability.
Trees Scattering Tool
dragging spline shapes to define specific areas for vegetation and shrub distribution, allowing to avoid predefined road regions on the landscape and automatically populate foliage only within the desired zones.
Mesh Scattering Tool
Custom vegetation can be procedurally distributed on static meshes based on surface slope, with easy in-tool control over distribution scale and density ratios.This workflow is commonly used for creating moss-covered rocks and shaping background forested mountain landscapes.
Road / River Generator Tool
Artists can quickly build rivers and roads by drawing splines, freely swapping the meshes used by the system and adjusting water depth and flow collision effects in real time.

Project 2
Houdini Generated Castle Building HDA Tools
Houdini Generated Castle Building HDA Tools
This is my old project from last year. Focuses on asset development by using Houdini HDA tools. The core idea is to generate castle structures procedurally in Unreal Engine 5 by placing simple proxy cubes. The HDA tools will automatically build castles based on their size and position.
Throughout the development process, I gained a deeper understanding of procedural modeling in Houdini and how to translate artist input into scalable systems.
In the scene demo, I also integrated my previously developed PCG tools to add vegetation over rocks and terrain, which significantly improved my workflow efficiency.
I’m very happy to have brought this project to completion. Hope you enjoy it :)






Houdini Node demostration

Project 3
Hair Generator
Hair Generated Tool
This project is a hair generation tool I developed while learning grooming techniques in Houdini. I’m very grateful to my instructor for his guidance throughout the learning process.
The tool allows artists to draw curves directly on a character model and quickly shape the hairstyle through controls within a subnet. It also supports importing rough sculpted forms, from which the system can automatically generate hair.
Overall, this tool is designed to help artists quickly block out base hairstyles, making the grooming process faster and more flexible.

Tool Demostration

Render Output

Original Sculpt vs Final Hair Generation

Hair Detail View




