Procedural / Technical Environment Artist
(Houdini Pipeline & World Systems)

IMG_20220118_1522078

Hi, I’m Beka. I build procedural tools and environment systems using Houdini and Unreal Engine.

I hold a Master’s degree in Electronics Engineering and made a deliberate transition into computer graphics, where I combine engineering thinking with artistic problem-solving. Over time, my work naturally gravitated toward Houdini, which became the environment where technical structure and creative control come together.

My work revolves around designing procedural systems, building tools, and supporting production workflows. I’ve worked extensively with Houdini Digital Assets (HDAs), focusing on setups that are predictable, easy to debug, and practical for real production use. I’m comfortable working across VEX and Python when needed, and I generally approach tools as systems rather than isolated scripts.

I started with a strong focus on FX and simulation, but even then I gravitated toward procedural, system-driven solutions. That background still shapes how I approach problems today, and I occasionally step back into FX work when it serves the system or the shot.

Most recently, I worked on a long-term project building a fully automated procedural world generation pipeline for games, covering terrain, road networks, districts, buildings, props, and vegetation. The workflow was artist-driven and data-controlled, designed for fast iteration, incremental regeneration, and large-scale environments, with integration into Unreal Engine through PCG.

Outside of work, I enjoy cycling and playing classical piano.

Feel free to reach out if you’re interested in collaboration or discussing procedural pipelines –  [email protected]