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Lachryma_Trailer - frame at 0m45s.jpg

LACHRYMA
Spring 2025

This is a collection of some highlights of assets I created for our fourth game project at The Game Assembly.

Trailer directed and edited by me.

Houdini Tools - Procedural House Generator

Since we had limited time to create assets for our game, including many houses across multiple levels, I created a procedural system in Houdini that generated any number of houses at any scale our level designers needed. We streamlined the process by planning all the necessary house sizes, and I was able to export multiple variations to break up the repetitive architecture. The assets were constructed using a modular kit provided by our 3D artist, William Windvall .

CORE FUNCTIONALITY

The tool allowed:

  • Scaling of the houses in all directions to create custom shapes for level designers.

  • To automatically generate additional floors when increasing the base height.

  • To create custom house patterns by choosing window, door, and wall modules by typing in module names into a string input.

sonya-nilsson-version1-2.jpg

Houdini Tool Showcase

P4_Houses.jpg

Generated Houses for the game.

Lachryma_Trailer - frame at 0m45s.jpg

Screenshot of how the houses looked in-game, working with TGA's custom engine.

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