Houdini · Unreal Engine · Unity
3D VFX and real-time, from simulation to engine
FX Artist, Technical Artist and VFX Supervisor for over 10 years. I design high-end visual effects for animation, video games, virtual reality and virtual production.
Simulation
Houdini: smoke, fluids, destruction, particles, volumes.
Real-time
Unreal Engine and Unity, for video games, VR and virtual production.
Pipeline
From Houdini to the engine: Vertex Animation Textures, Alembic, VDB, Niagara.
Supervision
Lead VFX and VFX supervisor on international IPs.
From fluids to procedural
Click an effect type to see the details.
Smoke and explosions
From a chimney plume to an explosion, through clouds and particle advection.
In production: Astra (Houdini, EmberGen, flipbooks), Empereur. In the video: a combustion loop simulated in Houdini, personal project.
Destruction
Fracturing an object, a window, a building, and destroying it all.
In production: Astra, Empereur, Masters of Light. In the video: metal destruction of the ISS with Houdini's MPM solver, personal project.
Fluids
Generating an ocean, a river, a waterfall, a spurt of blood, an underwater explosion or a lava flow: any liquid is possible.
In production: Finish – Hidden Dirt, commercial. In the video: the liquid shots simulated in Houdini for this film.
Particles
They can be used as a source of smoke or fluids, as debris or dust, to disintegrate or to generate objects. Particles are useful for many effects.
In the video: Flower, a personal project simulated in Houdini. Another example: particles simulated in Houdini then replayed in Niagara (MPM).
Volumes
Volumes and VDBs make great things possible, including 3D representations of mathematical functions such as mandelbulbs, 3D fractals.
In the video: VDB clouds generated in Houdini and compressed with ZibraVDB for Unreal Engine (MPM), personal project.

Procedural and modelling
Procedural modelling makes it possible to create complex objects with Houdini's node system: organic objects, building or environment generation systems, while keeping maximum control over the generated system.
Modelling: Maya, Houdini and ZBrush.
From Houdini to the engine
Effects simulated offline, then brought into Unity or Unreal Engine to run in real time, including in a headset.
- 01 Houdini Simulation Destruction, smoke, fluids, sand and particles.
- 02 Formats Export Vertex Animation Textures, Alembic, VDB and flipbooks.
- 03 Unity · Unreal Engine Integration Tech Art and setting up the effects in the engine, with Niagara on the Unreal side.
- 04 Final image Lighting and rendering Real-time, or rendered through Movie Render Queue: lighting, camera, sequencer and post-process.
In production
VR film · Unity
Gundam: Silver Phantom
VFX supervision, Lead VFX, Tech Art, FX pipeline
Mixed reality · Houdini, Unity, EmberGen
ASTRA
Lead VFX: destructions, smoke, Vertex Animation Textures
VR experience · Houdini, Unity
Empereur
Lead VFX: destructions, sand, smoke
VR game · Houdini, Unity
Masters of Light
Lead VFX: destructions, Vertex Animation Textures
Unreal Engine 5
Hidden World
VFX and Tech Art, Niagara
Unreal Engine 5 · Real-time
Mirage: OWLLE's virtual concert
Lead VFX, Tech ArtHoudini specialist
Following my studies and various experiences, I specialised in Houdini, which lets me create a wide range of high-quality 3D effects.
From fluids to procedural modelling, I am passionate about my craft, always looking for new techniques to learn, new effects to create and new skills to develop.
FX, 3D and real-time
- Houdini
- Unreal Engine
- Unity
- Niagara
- EmberGen
- ZibraVDB
- Maya
- 3ds Max
- ZBrush
- Substance Painter
Rendering and compositing
- Redshift
- Arnold
- V-Ray
- Mantra
- Movie Render Queue
- Nuke
- After Effects