DOOBOB logo

DOOBOB

Visual Effect | Game | Commercial | Tech Art

KO EN
Vancouver Weather loading...
Advanced Diploma / Master Certificate

Houdini Master Program – Film & Game (DOOBOB)

Build blockbuster-level FX in just 12 months through DOOBOB's production-first training model. The curriculum is structured around Hollywood FX, Game FX, Tech Art, and procedural asset production workflows.

12 Months48–52 weeks
3 TracksFilm / Game / Tech Art
WorkflowHoudini → Unreal / Niagara / PCG
OutcomeDemo Reel + Portfolio + Studio Workflow

Program Vision

We train production-ready artists who go beyond Houdini specialization to understand full real-time workflows. Our key differentiators are FX + Environment + Tech Art integration, mentor-driven feedback, and studio-style team production.

Procedural Mindset

Design reusable systems through a node, attribute, and pipeline-driven way of thinking.

See Structure

Real-Time Integration

Connect Houdini outputs directly into Unreal, Niagara, and PCG pipelines.

View Tracks

Studio Simulation

Increase production quality through role-based team sprints and industry mentor critiques.

Studio Model
Program Structure

Overall Structure

The program is divided into four phases, from fundamentals to portfolio-ready production.

PHASE 01 12 Weeks

Procedural Foundations

Houdini mindset and node-based creation workflows.

  • Houdini Fundamentals, Procedural Modeling, Attributes & VEX
  • Lookdev & Lighting, Intro FX, USD Scene Structure
  • Project: Procedural Asset Pack / Parametric Props / Modular Kit
PHASE 02 12 Weeks

FX & Simulation Specialist

Focused development of core simulation skills.

  • Particles, RBD, Pyro, FLIP, Vellum, Groom
  • FX Optimization, Rendering & Caching
  • Project: FX Shot (Film) + FX Asset (Game)
PHASE 03 12 Weeks

Track Specialization

Advanced specialization in Film / Game / Procedural Tech Art tracks.

  • Select modules based on your target role
  • Create flagship deliverables for each track
  • Build capstone drafts with production-style reviews
PHASE 04 12-16 Weeks

Master Production

Portfolio development and real production practice.

  • Industry mentor pairing, Studio sprint
  • Demo reel, Career branding, Interview prep
  • Final: AAA FX shots / Real-time system / Procedural tools
Track Specialization

Phase 3 Tracks

Each track has distinct output standards: Film prioritizes shot quality, Game emphasizes real-time optimization, and Tech Art focuses on tool and pipeline reusability.

Film FX Track

Deliver high-quality simulation shots through design, lighting, rendering, and compositing.

  • Hero Pyro/FLIP/RBD/Vellum simulations
  • Solaris/USD, Karma, AOVs, Nuke comp
  • Portfolio: 2-3 Film FX shots + breakdown package

Game FX Track

Create real-time FX that run reliably in gameplay environments.

  • Niagara systems, events, ribbons, GPU/CPU workflows
  • Shader/material-based stylized FX
  • Portfolio: FX pack (10-20) + playable showcase + budget sheet

Procedural Tech Art Track

Build procedural tools and world systems for artists and level teams.

  • HDA design/deployment, Houdini Engine for Unreal
  • PCG Graph + Houdini Hybrid Workflow
  • Portfolio: Environment toolset + UE PCG demo
Studio Model

DOOBOB Studio Production Model

Junior Studio Concept

  • Role specialization: FX Artist / Procedural Modeler / Tech Artist / Environment Artist
  • Team projects: game level FX package, cinematic destruction, procedural city tool
  • Experience collaboration, handoff, and feedback loops through production-style sprints

DOOBOB Signature Modules

  • Procedural Thinking for Artists
  • Houdini for Level Design
  • Real-Time FX Architecture
  • FX Optimization for Games
  • Procedural World Systems / AI + Houdini Workflows

Delivery Model

Weekly Lab · Live FX Demo · Mentor Critique · Studio Review · Recorded Library

Instructor

Lead Instructor: Gil Nam Choi

Portrait of Gil Nam Choi

Career Highlights

  • 20+ years in blockbuster film VFX and AAA game development
  • Lead/supervisor roles at ILM, MPC, Weta FX, DNEG, Scanline, and Method Games
  • Technical Art Director at Kong Studios, leading Houdini-Unreal and AI pipelines

Selected Credits & Teaching

  • Selected films: Kraven the Hunter, Shazam 2, The Adam Project, The Tomorrow War, Justice League, Sonic, Aquaman, Warcraft, Avengers: Age of Ultron, Transformers: Age of Extinction, Pacific Rim
  • Selected games: Call of Duty: Vanguard, Back 4 Blood, and ongoing undisclosed AAA project
  • Head of Media Program at VCAD, SideFX Houdini Certified Instructor, KPU Houdini mentor
  • MA in Multimedia (De Montfort University, UK)
Admissions

Career & Admissions

Career Outcomes

  • FX Artist (Film)
  • FX Artist (Games)
  • Technical Artist
  • Procedural Artist
  • Houdini Environment Artist / Simulation Artist

Admission Level

  • 3D fundamentals or equivalent
  • or DOOBOB 3D/GDD graduate
  • or portfolio review