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Houdini Logo

SideFX is excited to be back at GDC for another year of educational and inspiring Houdini-related presentations - by both SideFX technical experts and industry professionals.

Join us at the SideFX booth to discover how game studios use Houdini's procedural software to create content for games, virtual worlds and more. You can then join us at one of our demo pods to get a closer look at Houdini and its procedural node-based tools.


Wednesday, March 1 - SF Marriott Marquis  |  AMA Conference Center  |  Room 213/214

Houdini Workshop

9 - 10 AM

Intro to Houdini - John Moncrief

Learn how to get started from the ground up with Houdini concepts.
10 - 11 AM

Houdini 16 for Games - Scott Keating

A look at some of the key new Houdini 16 features that will help game developers create procedural game art.
11 AM - 12 PM

Terrain Generation - Alex Dracott

An intermediate-level look at the H16 heightfield Terrain tools including a demonstration of a simple terrain being exported to UE4.
12 - 1 PM

Houdini 16 Game Tool Shelf - Luiz Kruel

A look at the new normal map nodes for COPs, Flowmap Tools, Make Loop SOP, RBD to FBX exporter, and more.
1 - 2 PM

Houdini and the VR Fight Pit - Mike Murdock

Dive into using Houdini for VR, including facing the challenges of VR game design, and how Houdini offers VR artists incredible flexibility.
2 - 3 PM

Herding Rocks in Shape Of The World - Mike Lyndon

Discover how the artists constructed a monument from hundreds of rocks in the exploration game Shape of the World. 
3 - 4 PM

Multi-Platform 3D Art | Unity - Luis Garcia

Learn how to speed up your pipeline by creating procedural assets with Houdini for Unity to achieve greater art quality with less time. 
4 - 5 PM

Procedural Assets for UE4 - Robert Magee

Learn to create procedural assets in Houdini that can be loaded into Unreal Engine 4 using the Houdini Engine plug-in. 
 

Wed-Fri, March 1-3  |  Moscone Convention Center  |  Booth #942

Houdini Booth

 

Visit the SideFX booth...

...to learn more about our latest offerings, meet with other Houdini artists, grab a T-shirt or watch a booth presentation conducted by Industry professionals and SideFX production specialists. Check out the demo pods to ask more specific questions and watch Houdini in action.
Houdini booth at GDC
 
 





















 
 

Speaker Profiles
 
Jason Andrews

Michael Lyndon


Michael Lyndon is a visual effects artist, teacher, mentor and team leader. He has a broad range of experience creating computer graphics for commercials, films and video games. His fascination with the world around us and the desire to blend art with his technical tinkering has led to his work making rolling cloudscapes in Ender's Game, destroying buildings and generating raging fires in Gears of War 4 and trapping penguins in an avalanche of snow for Happy Feet 2. Eight years ago he caught the Houdini bug and hasn't been able to shake it. Now he spends his days looking for problems that are uniquely suited to a procedural solution and losing himself in the process.

Mike Murdock

TriHelix ///
Mike Murdock is a VR Designer and Creative Director at TriHelix ///. His Virtual Reality experiences have been shown worldwide including Sundance New Frontiers, The World Economic Forum, Tribeca, and South by South West. He earned his MFA from the USC School of Cinematic Arts in Interactive Media and Games. In his free time, he makes retro sci-fi interfaces (In Houdini) and sick beats (In Bitwig).
 
 
Ewan Croft

Ewan Croft

Hangar 13 Games
Ewan Croft is a video-game artist at Hangar 13 Games, a 2K Games studio north of San Francisco where he works as Technical Art Director on story driven, open-world games such as Mafia 3. In addition to managing the technical art teams and delivering simulation and dynamics content, Ewan helps design and drive art tools and pipelines for the studio’s proprietary game engine. He began his career as a CG visualization artist before moving into games as an outsource artist with a 6 year stint in between as an interactive and graphic designer. Ewan joined 2K Games in 2008 to work on the Bioshock franchise before transitioning to Hangar 13 Games in 2013.
Saber Jlassi

Saber Jlassi

Blizzard Animation
Saber Jlassi is a California-based VFX artist working as a Senior Technical Director at Blizzard Animation, as well as a Houdini instructor at CG Master Academy. His current job consists of writing tools and scripts to improve the Lighting, FX and Compositing pipeline, in addition to collaborating with Production to solve challenging tasks. Prior to this, he worked as a Senior Lighting TD at Framestore and Generalist TD at MPC in London.
 
 
Jason Andrews

Andreas Glad

Partikel
Andreas has spent over 8 years working as a VFX artist in the games industry. During that time he has worked on projects like Battlefield 1 and Mirror's Edge Catalyst. Right now he is running a remote VFX company called Partikel while studying Mechanical Engineering as a side project.
Jane Andrews

Alex Dracott



 
 
Luis Garcia

Luis Garcia

Feline Arts
Luis Garcia, also known as “Lune” Is an indie game developer at “Feline Arts”, based in Mexico, mostly with a 3d artist background Lune is currently working on the project “Suki & the Shadow Klaw” for Playstation 4, Xbox One, Playstation Vita and PC platforms.
Scott Keating

Scott Keating

SideFX
Scott Keating is a production specialist at SideFX specializing in the user experience needs of Houdini artists. He is also an award-winning commercial illustrator, designer, and comic-book artist and his work has been published worldwide, in magazines, books, comics, and commercial products.  
 
 
Luiz Kruel

Luiz Kruel

SideFX
Luiz is a Sr. Technical Artist at SideFX Software. He is a part of our games team and responsible for developing tools to bridge the gap between Houdini and Game Engines.
Gabriel Valdivia

Gabriel Valdivia

SideFX
Gabriel is a Game Intern at SideFx. He graduated from Drexel University with a B.S. in Digital Media and an interest in Houdini for game development. 
 
 
Robert Magee

Robert Magee

SideFX
Robert Magee is a Senior Product Marketing Manager at SideFX who has been working with Houdini for 15 years. He has created lots of learning material and demos designed to help artists understand how going procedural with Houdini can benefit their work.
John Moncrief

John Moncrief

Pluralsight
John is the resident Houdini and dynamics author at Pluralsight. In college, he had the opportunity to work at SideFX as an intern and has been able to teach dynamics and visual effects to numerous creative industry professionals over the years. John's latest passion has been breathing new life into the Pluralsight Houdini training library and making sure that no software or tools can get in the way of an artist expressing their creative vision. 
 
 
Steve Jobs

SideFX
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