Character facing the setting sun in a desert of dunes, Unreal Engine 5.6 render

FX Houdini TD · Houdini & Unreal Engine 5 Instructor

Sébastien Volpe

Simulations, visual effects and procedural tools for games and film. At Ubisoft Paris, I built the Houdini asset destruction tool used on Rainbow Six Tactics. I also teach Houdini and Unreal Engine 5.

  • Houdini
  • Solaris
  • Karma
  • USD
  • VEX
  • PDG
  • HDA
  • Python
  • Heightfields
  • VDB volumes
  • Unreal Engine 5
  • Sequencer
  • DaVinci Resolve

Tools and pipeline

Tools designed for teams

Houdini, Python and VEX in service of production: HDAs, procedural generators and integrations into Unreal Engine and Unity. In 2026, I design and direct my own tools, developed with the assistance of Claude Code.

R&D · Unity · 2026

AI control plugin for Unity

Reusable Unity plugin that gives Claude Code compact commands via MCP: editor state, grouped console, material and scene audits, profiling (CPU, GPU, draw calls, p95), captures from any angle and image comparison in EV. Lighting debug re-renders the image with one term switched off at a time to isolate what changes it.

13MCP tools: 8 for auditing and profiling, 5 for Play-mode control
  • C#
  • Unity Editor
  • MCP
  • Unity CLI

R&D · Houdini and Unity · 2026

Custom cloth engine

A real-time cloth engine for character garments and soft accessories. Houdini batch-bakes the animations (Vellum, SDF VDB cleanup to push the cloth out of the body, conversion to a KineFX joint grid); at runtime, a lightweight C# solver blends these bakes with a critically damped implicit spring, air drag driven by the wind, stretch, bend and max-distance constraints, and collisions against capsules measured on the skin.

< 2 mmskin penetration after the Rig Pose passes
0.3 sto settle back into rest pose after a hard stop, with no bounce
  • Houdini
  • Vellum
  • VDB
  • KineFX
  • Python
  • C#

R&D · Unity · 2026

Procedural fitting of character assets

Rigid and soft assets fit any body with no manual tweaking: the body is measured slice by slice along the skin, shells are sized on contact, and cloth is deformed slice by slice with skin-weight transfer. A conformity check measures penetrations across several poses and outputs a report.

75% → 0.6%skin penetration on a test asset
0.00 mmacross the 18 reference pieces
  • C#
  • Unity
  • Procedural geometry

R&D · Houdini and Unity · 2026

Color variations from Copernicus masks

A Copernicus network generates each piece's ID mask on its own (k-means in Lab space, metal detected by its color), which can be touched up in the .hip. A script-generated URP Lit shader recolors each zone while keeping the texture's grain, through a per-renderer value instead of a MaterialPropertyBlock: the SRP Batcher stays intact.

0texture copies and no extra draw calls (1,235 with or without tint)
≈ 6 sto generate a mask
  • Houdini Copernicus
  • Python
  • HLSL
  • URP
  • C#
My avatar in a 19th-century frock coat in front of the smoking LaLaurie Mansion, New Orleans, 1834, from the upcoming LaLaurie episode of Historic MurdersMy avatar and my cloned voice, generated locally

R&D · Historic Murders · 2026

AI video production studio

A custom web app that drives the whole making of an episode: script and fact-checking, cloned voice, storyboard, images and animation rendered locally in ComfyUI, then an editable cut exported to DaVinci Resolve.

7weeks of development, from August to October 2026
157shots in a single episode's storyboard
199stories in the catalog, tracked through to release
  • Python
  • ComfyUI
  • LoRA
  • LTX 2.3
  • Qwen3-TTS
  • Whisper
  • DaVinci Resolve
My reference photo on a blue background on the left, and on the right my avatar in a frock coat generated from it, in front of the LaLaurie houseReference photo → avatar rendered locally

R&D · Historic Murders · 2026

My digital twin

The host of Historic Murders is me, rendered: my face and my voice, reproduced locally from my photos, my videos and a short sample of my voice, then animated in each period setting.

116photos of my face and 3 4K videos as references
19,941face images to train a first in-house model
9 sof my voice for the local clone
  • Qwen3-TTS
  • Whisper
  • LTX 2.3
  • ComfyUI
  • PyTorch
  • Character Creator 5
Rock Generator HDA

Institut Artline · Houdini module

Rock Generator HDA

Procedural rock generator: base shapes from Voronoi fracturing, low, mid and high frequencies, a Python interface that sets the parameters automatically, PDG variations and FBX export.

  • HDA
  • Python
  • VEX
  • PDG
View week 2
Rock Formation, Cracks and Texture Generators

Institut Artline · Houdini module

Rock Formation, Cracks and Texture Generators

Stratified rock formations built with loops, procedural crack and texture generators (AO, dirt, curvature), high- and low-resolution versions, and map baking.

  • Houdini
  • VOPs
  • Labs Maps Baker
  • Solaris
View week 3
Asteroid exploding into a burst of red fragments, Houdini simulation played back in Unreal Engine

Strange Doctor · Bachelor Game Artist · 2021

RBD pipeline from Houdini to Unreal Engine

Back in 2021, an asteroid's destruction already went from Houdini to Unreal Engine with no manual export: Split tool, a small Python interface, separates the simulation group by group, then the Rbd to fbx script creates the Labs RBD to FBX export nodes and outputs each group as an engine-ready FBX.

  • Houdini 18.5
  • Python
  • RBD
  • Labs RBD to FBX
  • Unreal Engine
Scatter Wire HDA: cables stretched between stones in Houdini

Strange Doctor · 2021

Scatter Wire HDA

Runs cables between start and end points picked in the scene, simulated with Vellum with collisions taken into account, to dress a set in just a few clicks.

  • Houdini
  • HDA
  • Vellum
Fracture tool HDA: fractured rocks in an exploded view in Houdini

Strange Doctor · 2021

Fracture tool HDA

Fracturing with cutters and two layers of noise: one group per piece before the fracture, each group fractured separately, and an exploded view to check the result.

  • Houdini
  • HDA
  • RBD
Puzzle solver, levers and bridges

Mu'Ori · Bachelor Game Artist

Puzzle solver, levers and bridges

Lever puzzle solver and bridge tool for the level design of Mu'Ori, The Last Guardian of the Masks.

  • Unreal Engine 5
  • Tech art
  • Level design
View on ArtStation
Trace debug tool

Mu'Ori · Bachelor Game Artist

Trace debug tool

Debug tool that displays traces and their settings directly in the level, to tune gameplay interactions.

  • Unreal Engine 5
  • Debug
  • Tech art
View on ArtStation
Pushable system

Mu'Ori · Bachelor Game Artist

Pushable system

A single system that makes every object in the level pushable, whatever its shape.

  • Unreal Engine 5
  • Gameplay
  • Tech art
View on ArtStation
Skin, rig and animation workflow

Mu'Ori · Bachelor Game Artist

Skin, rig and animation workflow

Houdini, Python and UE5 pipeline: a bone naming convention to match the mocap skeleton to the characters' skeletons, and PDG to preview several simulations in parallel.

  • Houdini
  • Python
  • PDG
  • Unreal Engine 5
View on ArtStation
Houdini / Unity building generator

Master's in VFX · 2018

Houdini / Unity building generator

Procedural buildings generated from simple curves, in Houdini and in Unity through Houdini Engine.

  • Houdini
  • Houdini Engine
  • Unity
View on ArtStation

Projects

FX, CFX and procedural environments

Click a project to see its videos, images and the tools used.

In development

Secret project

A game in the works

I can't show anything yet. I handle every aspect of it, from the original story to the VFX, including the concept, the game design and custom Houdini tools, solo with Claude as my AI assistant.

  1. Pre-productionComplete
    • Original story
    • Custom and Houdini tools
    • Gameplay
  2. ProductionIn progress
    • Characters and animations
    • Props modeling
    • Environments
    • VFX
    • Sound design
  3. LaunchUpcoming
    • Polish and optimization
    • Reveal

Training · Houdini & Unreal Engine 5

The Houdini module I created for Institut Artline

I teach Houdini and Unreal Engine 5. For Institut Artline, I created the entire “Environment in Houdini” module, used in the third year of the Bachelor I3D and in the Master's program: curriculum, exercises, course materials and 155 videos shot and edited, up to an introduction to Unreal Engine 5.6. I mentor the module in both programs.

Oasis at sunset, week 4 exercise Sparks portal in a quarry, week 5 exercise in Unreal Engine Australian eucalyptus undergrowth, staged in Unreal Engine 5.6 (week 5) River and waterfall in a dense jungle, staged in Unreal Engine 5.6 (week 5) Hero rock, week 3 exercise Heightfield terrain seen from afar, with a snowy peak, in Unreal Engine (week 5)

Certifications

Always learning

Beyond VFX, I'm also learning AI, data analysis and cybersecurity.

9Houdini, VFX and real-time

  • Houdini for Games in Unreal Engine (Legendary)Double Jump Academy
  • FX Masters, 11-month programDouble Jump Academy
  • Creature CFX WorkshopDouble Jump Academy
  • Studio FX WorkflowsRebelway
  • VEX for Houdini ArtistsRebelway
  • Stylized FX for GamesRebelway
  • Mastering Environment Creation using HoudiniRebelway
  • Python for Houdini ArtistsRebelway
  • Realtime FX for Games and CinematicsRebelway

Also completed: Using Solaris in Houdini and Math for FX Artists (Rebelway).

3AI and data

  • Google Advanced Data AnalyticsGoogle · Coursera Verify
  • Google Data AnalyticsGoogle · Coursera Verify
  • Introduction to Modern AICisco Networking Academy

In progress at Rebelway · 2026

  • Coding Generative AI
  • Intro to Machine Learning
  • Machine Learning for 3D and VFX
  • C++ Coding for Games

Goal: applying generative AI and machine learning to studio pipeline design, with hybrid Houdini, Unreal Engine and C++ workflows.

8Cybersecurity and networking

  • Google CybersecurityGoogle · Coursera Verify
  • Network Technician Career PathCisco Networking Academy
  • Networking BasicsCisco Networking Academy
  • Cybersecurity in PracticeCyberInstitut
  • Attack Analysis and Detection for SOC AnalystsUdemy Verify
  • Mastering Network Traffic Analysis (SOC Analyst)Udemy Verify
  • Advanced Passive Reconnaissance with ShodanUdemy Verify
  • The Ultimate Cybersecurity Guide for BeginnersUdemy Verify
Sébastien Volpe, arms crossed, wearing a VFX Side T-shirt

About

FX Houdini TD and instructor

Passionate about visual effects and software development since I was 11, I founded VFX Side to share my knowledge and help creators master Houdini, Unreal Engine and Python.

Over 10 years of software development experience, then a career switch to VFX in 2017: my goal is to make these techniques accessible to everyone, beginners and professionals alike.

  • 2022 – 2024Visual Effects Artist · Ubisoft Paris Studio, Rainbow Six Tactics
  • 2025 – 2026Instructional designer and Houdini mentor · Institut Artline
  • 2017 – 2022VFX Master's program and Bachelor Game Artist · Institut Artline
  • 2011 – 2020Software designer, full-stack developer and graphic designer · Synergie-Cad
Read my story
5weeks of Houdini curriculum designed for Institut Artline
155video chapters recorded for this curriculum
10+years of software development
11years oldmy first BASIC program, on an Amstrad CPC 464

Comparative Evaluation for Studies Done Outside Québec (MIFI, 2024): bachelor's or master's level Document on request

Let's stay in touch

Questions about FX, tools, or a Houdini and Unreal Engine 5 course? Write to me.

sebastien.volpe@gmail.com

Currently in Montreal