Procedural / Technical Environment Artist
Hi, I’m Beka — a Procedural / Technical Environment Artist with a strong focus on production-ready systems and R&D.
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. What started with After Effects and Cinema 4D evolved into a deep focus on Houdini, which became the perfect environment to merge technical rigor with creative control.
My core expertise lies in procedural systems design, simulation, and tool development, with hands-on experience in VEX, Python, and C++. I specialize in building robust Houdini Digital Assets (HDAs) and pipelines that scale — systems designed not just to generate content, but to remain predictable, debuggable, and fast to iterate in real production environments.
Most recently, I worked on a long-term project focused on building a fully automated procedural world generation pipeline for games, covering terrain, road networks, districts, buildings, props, and vegetation. The system is artist-driven, data-controlled, and designed for incremental regeneration and parallel processing using PDG, with tight integration into Unreal Engine via PCG. The goal was not only visual variety, but production stability and iteration speed.
I’m particularly interested in procedural workflows that reduce manual overhead, empower artists, and make large-scale environments feasible for small teams. I enjoy working at the intersection of art, tools, and systems — especially where experimentation meets real-world constraints.
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.