Lands of Nedune
During a creative sabbatical, I joined an indie team building an open-world RPG in the vein of Elder Scrolls, contributing environment design and world-building assets. I used this as an opportunity to dive deep into Houdini and Unreal Engine 4 together - building the terrain height map, mountain ranges, valleys, and waterways procedurally, then developing a vegetation system to populate the world with trees, plants, flowers, and rocks that could update seamlessly as production assets replaced temp geometry. The scale and technical complexity of the pipeline I built to support this world was genuinely eye-opening, and it's what convinced me how powerful Unreal Engine can be as a creative tool.
Houdini environment test
A look at the environment populated with some rocks and grass blades I created, along with some placeholder tree geometry.

