
Luka Croisez Ventura
luk4m4
About Me
Luka Croisez Ventura
Tech artist/TD Houdini Unreal - principal procedural artist at Miraculous Corp Paris
専門知識
Technical Director
業界:
Film/TV | Gamedev
Houdini Engine
Availability
I am available for Freelance Work
Recent Forum Posts
BEST GAME ART ENVIRONMENT | SUBMISSIONS 2025年7月12日14:39
Hi!
I'm happy to introduce you to my “NewByzance” project, as well as its pipeline developed for its “Undini” needs.
NewByzance is a smart procedural content generator, designed to create an entire “turnkey” environment with simple input primitives, combining the power of Houdini for intelligent scattering and Unreal's PCG for low-cost display.
Undini is a custom pipeline I've developed on the side, allowing me to bypass the Houdini Engine to have more control over the data I pass between Houdini and Unreal. It runs in background, and is driven from a Unreal widget. No need to keep going back and forth, and total control over the data communicated between the software.
Undini is open-source, and available here: https://github.com/luk4m4repo/luk4m4_Undini_framework [github.com]
For this project, my plan was clear: to have the most challenging procedural game enviro possible. To achieve this, I developed a whole range of tools on Houdini, from a simple UV wizard to a deck-generating multi-ray launcher. All in all, a whole lot of VEX. Handy for practicing!
All the wrangles have remained hard-coded in the Houdini project for lack of time to write an include file.

On Unreal, despite the reduced time available, I paid maximum attention to detail, keeping performance at the heart of my build. PCG limits drawcalls to a minimum and lets me customize my assets as needed in BPs. Very nice to use.

In the end, I did my best to be efficient but keep to my original intention, which was to have something technically interesting, innovative and pretty all in one, despite a full-time job as TD Houdini during the day, and the fact that I had to move in the middle of the competition (which messed up my schedule quite a bit). I learned a lot, didn't sleep much, but had a lot of fun!
I hope you'll find something in this project that interests you as much as it did me.
Don't hesitate to contact me on Linkedin if you have any questions, I'll be happy to answer them!
Here [drive.google.com] is the GDrive containing all the source files, .hip, UE ZIP, renders, and walkthrough videos.
Procedurally yours,
Luka Croisez Ventura

I'm happy to introduce you to my “NewByzance” project, as well as its pipeline developed for its “Undini” needs.
NewByzance is a smart procedural content generator, designed to create an entire “turnkey” environment with simple input primitives, combining the power of Houdini for intelligent scattering and Unreal's PCG for low-cost display.
Undini is a custom pipeline I've developed on the side, allowing me to bypass the Houdini Engine to have more control over the data I pass between Houdini and Unreal. It runs in background, and is driven from a Unreal widget. No need to keep going back and forth, and total control over the data communicated between the software.
Undini is open-source, and available here: https://github.com/luk4m4repo/luk4m4_Undini_framework [github.com]
For this project, my plan was clear: to have the most challenging procedural game enviro possible. To achieve this, I developed a whole range of tools on Houdini, from a simple UV wizard to a deck-generating multi-ray launcher. All in all, a whole lot of VEX. Handy for practicing!
All the wrangles have remained hard-coded in the Houdini project for lack of time to write an include file.
On Unreal, despite the reduced time available, I paid maximum attention to detail, keeping performance at the heart of my build. PCG limits drawcalls to a minimum and lets me customize my assets as needed in BPs. Very nice to use.
In the end, I did my best to be efficient but keep to my original intention, which was to have something technically interesting, innovative and pretty all in one, despite a full-time job as TD Houdini during the day, and the fact that I had to move in the middle of the competition (which messed up my schedule quite a bit). I learned a lot, didn't sleep much, but had a lot of fun!
I hope you'll find something in this project that interests you as much as it did me.
Don't hesitate to contact me on Linkedin if you have any questions, I'll be happy to answer them!
Here [drive.google.com] is the GDrive containing all the source files, .hip, UE ZIP, renders, and walkthrough videos.
Procedurally yours,
Luka Croisez Ventura
BEST GAME ART TOOL | SUBMISSIONS 2025年7月12日14:37
Hi!
I'm happy to introduce you to my “NewByzance” project, as well as its pipeline developed for its “Undini” needs.
NewByzance is a smart procedural content generator, designed to create an entire “turnkey” environment with simple input primitives, combining the power of Houdini for intelligent scattering and Unreal's PCG for low-cost display.
Undini is a custom pipeline I've developed on the side, allowing me to bypass the Houdini Engine to have more control over the data I pass between Houdini and Unreal. It runs in background, and is driven from a Unreal widget. No need to keep going back and forth, and total control over the data communicated between the software.
Undini is open-source, and available here: https://github.com/luk4m4repo/luk4m4_Undini_framework [github.com]
For this project, my plan was clear: to have the most challenging procedural game enviro possible. To achieve this, I developed a whole range of tools on Houdini, from a simple UV wizard to a deck-generating multi-ray launcher. All in all, a whole lot of VEX. Handy for practicing!
All the wrangles have remained hard-coded in the Houdini project for lack of time to write an include file.

On Unreal, despite the reduced time available, I paid maximum attention to detail, keeping performance at the heart of my build. PCG limits drawcalls to a minimum and lets me customize my assets as needed in BPs. Very nice to use.

In the end, I did my best to be efficient but keep to my original intention, which was to have something technically interesting, innovative and pretty all in one, despite a full-time job as TD Houdini during the day, and the fact that I had to move in the middle of the competition (which messed up my schedule quite a bit). I learned a lot, didn't sleep much, but had a lot of fun!
I hope you'll find something in this project that interests you as much as it did me.
Don't hesitate to contact me on Linkedin if you have any questions, I'll be happy to answer them!
Here [drive.google.com] is the GDrive containing all the source files, .hip, UE ZIP, renders, and walkthrough videos.
Procedurally yours,
Luka Croisez Ventura

I'm happy to introduce you to my “NewByzance” project, as well as its pipeline developed for its “Undini” needs.
NewByzance is a smart procedural content generator, designed to create an entire “turnkey” environment with simple input primitives, combining the power of Houdini for intelligent scattering and Unreal's PCG for low-cost display.
Undini is a custom pipeline I've developed on the side, allowing me to bypass the Houdini Engine to have more control over the data I pass between Houdini and Unreal. It runs in background, and is driven from a Unreal widget. No need to keep going back and forth, and total control over the data communicated between the software.
Undini is open-source, and available here: https://github.com/luk4m4repo/luk4m4_Undini_framework [github.com]
For this project, my plan was clear: to have the most challenging procedural game enviro possible. To achieve this, I developed a whole range of tools on Houdini, from a simple UV wizard to a deck-generating multi-ray launcher. All in all, a whole lot of VEX. Handy for practicing!
All the wrangles have remained hard-coded in the Houdini project for lack of time to write an include file.
On Unreal, despite the reduced time available, I paid maximum attention to detail, keeping performance at the heart of my build. PCG limits drawcalls to a minimum and lets me customize my assets as needed in BPs. Very nice to use.
In the end, I did my best to be efficient but keep to my original intention, which was to have something technically interesting, innovative and pretty all in one, despite a full-time job as TD Houdini during the day, and the fact that I had to move in the middle of the competition (which messed up my schedule quite a bit). I learned a lot, didn't sleep much, but had a lot of fun!
I hope you'll find something in this project that interests you as much as it did me.
Don't hesitate to contact me on Linkedin if you have any questions, I'll be happy to answer them!
Here [drive.google.com] is the GDrive containing all the source files, .hip, UE ZIP, renders, and walkthrough videos.
Procedurally yours,
Luka Croisez Ventura