Houdini Game Terrain SFX

Job ID: 39727056

Budget: £10 – £20 GBP

I need an experienced Houdini artist to turn my concept into a procedural 3D terrain map for a real-time video-game level. Starting with a height-field, you’ll sculpt mountains, valleys, and walkable areas, texture them with PBR-ready masks, and package everything so it drops cleanly into the engine.

Once the landmass is locked, I’d like you to layer in dramatic secondary effects—dynamic water, rolling fog, or impact debris—created natively in Houdini and delivered either as cached VDB/ABC files or as Houdini Engine digital assets the design team can trigger in-game. Performance is crucial, so efficient node networks, clean LOD options, and well-named outputs matter as much as visual punch.

Deliverables
• Houdini HIP project with organised, commented node trees
• Exported terrain: height-field (EXR/PNG), low-poly mesh + splat maps (FBX/TGA)
• Separate caches of the chosen effects plus a short viewport playblast
• One-page read-me outlining import steps for Unreal or Unity

Show me a link or reel of similar game terrains you’ve handled and note any optimisation tricks you rely on for 60 fps targets. If you’re fluent with Houdini Engine inside Unreal/Unity, even better—we’ll integrate that workflow from day one.