Embellishing Outcast 2 with Houdini | Quentin Poulaert & Corentin Ambroise | GDC HIVE 2023
Learn how the team on Outcast 2 is using Houdini for spawning foliage, static meshes or gameplay, applying textures to landscapes, and handling procedural open worlds. Gain insight into the team's workflow and pipeline, and learn how Houdini can be utilized to achieve ambitious open world design with a small team. Corentin Ambroise started his career by studying video game art. During his studies, he developed a passion for creating visually captivating games, which led him to co-found Frostyfroggs, a video game development company that aims to create innovative and engaging games. Currently working as a Houdini artist at Appeal Studios, Corentin has been able to further enhance his expertise in video game art. He utilizes Houdini to add foliage and large volumes to the game world, as well as to create visually stunning effects. Quentin Poulaert is a Lead Tool Programmer at Appeal Studios, specializing in C++ and Python. With 8 years of experience working in the VFX, new technology, and gaming industries, he has a good overview of production problems related to 3D, Animation, Game Development, and Team Management. His background as a technical project manager enables him to bridge the gap between creatives, developers, and managers. He tries to achieve this by developing great tools and automated pipelines that increase team productivity, allowing them to focus on their day-to-day work. Check out the full Houdini HIVE @ GDC presentation lineup: https://www.sidefx.com/community/gdc-...

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