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Certificate Program

Procedural Generation Program

Master procedural modeling workflows for game development and VFX production in 12 weeks. From scalable asset creation to HDA tool development — build production pipelines that integrate into modern game engines and VFX workflows.

12 WeeksIntensive Program
7 ModulesModeling / Terrain / Town / HDA
WorkflowHoudini → HDA → Game Engine
OutcomeProcedural Toolset + Portfolio

Program Vision

We train artists who go beyond using Houdini — they design reusable procedural systems and pipeline tools that empower entire teams. Combining artistic creativity with engineering thinking, graduates are ready to build the next generation of production workflows.

Systems Thinking

Build maintainable and scalable procedural systems using a node-driven and parameter-first design philosophy.

See Curriculum

HDA Tool Development

Design and deploy Houdini Digital Assets shareable across teams, integrated directly into production pipelines.

View Modules

Real-Time World Generation

Build real-time large-scale environment pipelines by connecting Houdini Engine with Unreal PCG.

Studio Model
Program Structure

12-Week Curriculum

Seven focused modules take you from core procedural concepts to production-ready game engine tools, covering both VFX and game development workflows.

MODULE 01

Introduction to Procedural Modeling Concepts

Learn the fundamental concepts of procedural modeling through a series of practical examples.

  • Procedural thinking and the advantages of non-destructive asset generation
  • Node-based workflows and parameter-driven design philosophy
  • Building a foundational mindset for scalable, reusable asset pipelines
MODULE 02

Procedural House Module Creation

Build a procedural house generation system for use in both VFX and game environments.

  • Modular asset design principles for architecture
  • Parameterized architecture — configurable walls, roofs, facades
  • Scalable building generation for large-scale environments
MODULE 03

Terrain and Natural Environment Creation

Create natural environments and terrain systems using procedural techniques.

  • Terrain generation and heightfield-based landscape systems
  • Erosion simulation for realistic natural surface detail
  • Environment layout suitable for large-scale scenes
MODULE 04

Complex Cliff Generation Tool

Design a procedural cliff generation tool capable of producing highly detailed rock formations.

  • Rock formation logic and natural geological patterns
  • Fracturing patterns for realistic surface breakdown
  • Reusable cliff-generation systems for production deployment
MODULE 05

Procedural Town Generation

Create a procedural town generation system adaptable for VFX environments and game worlds.

  • Urban layout logic and street network generation
  • Building distribution and block-level environment design
  • Environment scalability for seamless VFX and game integration
MODULE 06

Effect-Driven Character Modeling

Explore effect-driven modeling techniques using procedural systems combined with simulation tools.

  • Simulation-driven modeling workflows for unique results
  • Creating organic assets and characters driven by VFX simulations
  • Combining procedural systems with dynamic simulation data
MODULE 07

Tool Creation for Game Engines

Create Houdini Digital Assets (HDA) and integrate them into a game engine pipeline.

  • HDA tool design and parameter interface creation
  • Real-time engine integration for production workflows
  • Deploying procedural tools directly into game development pipelines
Specialization Modules

Core Learning Modules

Each module is built around a technical skill stack that maps directly to production roles. The program covers three pillars: procedural modeling, tool development, and real-time world building.

Procedural Modeling & VEX

Generate precisely controlled geometry using parameter-driven modeling systems and VEX scripting.

  • Advanced SOP networks, For-Each loops, multi-input processing
  • VEX functions, vector math, and noise function workflows
  • Portfolio: Parameter-controllable Modular Asset System

HDA Tool Development

Design high-quality, team-deployable HDAs and integrate them into production pipelines.

  • HDA parameter UI/UX design, Python scripting, callback functions
  • Building Generator, Road Network, Scatter System HDAs
  • Portfolio: 3–5 production-ready deployable HDA packages

Real-Time World Generation

Build large-scale procedural environment pipelines combining Houdini Engine and Unreal PCG.

  • PCG Graph node design, filtering, and hierarchical world building
  • Houdini-Unreal hybrid workflow, Nanite & Lumen integration
  • Portfolio: Playable Procedural Environment + PCG Demo Level
Studio Model

DOOBOB Studio Production Model

Studio Workflow

  • Role specialization: Procedural Modeler / HDA Developer / World Builder / Tech Artist
  • Team projects: Procedural City Generator, Terrain Toolkit, Modular Dungeon System
  • Weekly reviews and industry mentor critiques to simulate real production feedback loops

DOOBOB Signature Modules

  • Procedural Thinking for Artists
  • VEX for Production Pipeline
  • HDA Design Principles
  • Houdini Engine + Unreal Workflow
  • PCG World Building / AI-Assisted Procedural Systems

Delivery Model

Weekly Lab · Live Houdini 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

  • Procedural Artist
  • Technical Artist (Houdini / PCG)
  • Environment Artist (Procedural)
  • HDA / Tool Developer
  • World Building Artist (Game / Film)

Admission Level

  • 3D fundamentals or equivalent experience
  • or DOOBOB 3D / Houdini Foundations graduate
  • or portfolio review