On the Origin of Darwin Project’s Geometry by Means of Houdini | Stephen Tucker | GDC 2019

While Houdini is often thought of as a power house for simulation, the low level access it offers when constructing geometry is without a doubt one of its most attractive features for game development. Stephen provides a look at some of the ways in which Houdini has been used to create and manipulate geometry in Darwin Project for static meshes of lavafalls / splashes / rivers, rendered meshes as textures for Unreal Engine particles, collision meshes and vertex animated meshes.

More GDC Houdini talks: https://sidefx.co/2NAUzpC

Stephen Tucker began his career as an intern with SideFX and later worked as a Houdini Product Specialist, Stephen now has 14 years of experience using Houdini and is Scavengers Studio’s Senior VFX Artist. He has worked in the film industry where he worked as both an effects artist and effects technical director at studios including Starz Animation in Toronto, Dr. D in Sydney, and Digital Domain in Vancouver. A gamer at heart, Stephen eventually transitioned into the video games industry and has worked as a visual effects artist in AAA games at The Coalition in Vancouver as well as EA Motive in Montréal. With what was originally a largely artistic background including a Bachelors of Applied Arts in Animation, over the years Stephen has grown his technical prowess and is often seen as a mentor. Stephen has taught both online and at the post-secondary level at places such as sidefx.com, fxphd.com, Lost Boys, VanArts, Udemy and MIX Training.

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