Commercial projects — full text index

OFFF BARCELONA — The Screen — OFFF Barcelona (VolvoxLabs, 2026)

A 30-second computational artwork created for OFFF Barcelona 2026 and projected across the façade of Disseny Hub Barcelona. Selected through the festival's global Open Call for The Screen, it screened twice on the final night as part of a three-night public mapping program.

I was the sole CG artist and visual developer: I originated the fluid system and authored the visual concept, four-part narrative, animation, look development, lighting, rendering, and final delivery.

The work uses my Edge-of-Chaos Fluid system: a Houdini Copernicus network of hundreds of nodes that combines fluid simulation with custom shader design. Color advection, velocity, diffusion, divergence control, and temporal tone mapping work together with procedural shading to define the material appearance. I choreographed the system from monochrome accumulation and collapse toward a turquoise finale designed for the long façade and surrounding urban light.

Role: Sole CG Artist & Visual Developer.

Contribution: Created the visual concept and four-part narrative; designed a Houdini Copernicus network of hundreds of nodes integrating a custom fluid solver, shader design, procedural shading, and material appearance; delivered animation, look development, lighting, and rendering for the façade projection.

Context: 30-second façade projection at Disseny Hub Barcelona for OFFF Barcelona 2026

Tools: Houdini, Copernicus, Custom Shader Design, Fluid Simulation, Procedural Shading, Look Development, Projection Mapping.

Keywords: custom shader design, complex shader networks, hundreds of nodes, procedural shading, material development, simulation-driven shading, Edge-of-Chaos Fluid, Entropy Tamed, The Screen, OFFF Barcelona 2026, Disseny Hub Barcelona, façade projection, facade projection, projection mapping, architectural projection, public art, computational art, generative art, motion design, Houdini, Copernicus, Houdini COPS, custom solver, fluid simulation, color advection, velocity, diffusion, divergence control, temporal tone mapping, visual development, look development, CG animation, lighting, rendering, large-scale media, media architecture, divergence, dissipative structure, procedural, generative, simulation R&D, media art.

Disciplines: houdini, procedural, simulation, installations.

Project video: /commercial/offf-the-screen/onsite.mp4

Full project context and team credits: https://www.offf.barcelona/post/the-screen-2026-mapping-open-call-selected-projects

23.Springs — Granite Properties (VolvoxLabs, 2025)

23.Springs is an 8K permanent media-architecture installation for Granite Properties in Dallas, running as a 24-hour living clock that cycles through roughly twenty scenes spanning five themes — Tarpon, Sacred Gardens, Icons, Monarch, and Underwater.

I owned and shipped over half of those scenes end-to-end — design, look, and interactive behaviors responding to viewers on the floor. I built the team's shared USD scene-assembly and Karma / XPU rendering pipeline, and made the key technical decisions on asset optimization, caching, render-pass strategy, and delivery, including management and debugging on the Linux render farm. Final playback ran in TouchDesigner, combining pre-rendered content with real-time interactive layers.

For the scenes I authored, I designed complex shader and material networks for the installation's 8K presentation. Procedural scene creation and material development were part of the same look-development workflow.

Contribution: Owned over half of the installation's scenes, including procedural scene creation, complex shader and material networks for 8K delivery, and viewer-driven interactions. Built the shared USD/Karma pipeline and led technical decisions on asset optimization, caching, render passes, and Linux render-farm delivery; final playback combined pre-rendered content with real-time interactive layers in TouchDesigner.

Tools: Houdini, Shader Design, Material Development, HDA Development, OpenUSD, Karma / XPU, Python, VEX, Nuke, Linux Render Farm, TouchDesigner, Real-time Playback.

Keywords: custom shader design, shader networks, complex material networks, material development, procedural materials, high-resolution shading, procedural scene creation, computer graphics, 3D graphics, VFX, TouchDesigner, real-time playback, hybrid pre-rendered and real-time interactive layers, asset optimization, caching, render-pass strategy, technical decision-making, GPU rendering, GPU compute, shader development, look development, lookdev, procedural, procedural content generation, generative, interactive, interactive installation, media architecture, media art, permanent installation, 8K, Houdini, Houdini HDA, HDA development, Karma, Karma XPU, USD, Universal Scene Description, Nuke, compositing, Python, VEX, render pipeline, rendering pipeline, pipeline engineering, pipeline TD, technical direction, technical director, Linux, render farm, render farm management, distributed rendering, performance optimization, optimization, internal tooling, shared infrastructure, team enablement.

Disciplines: houdini, procedural, simulation, real-time, installations, pipeline.

Full project context and team credits: https://www.volvoxlabs.com/work/granite

AI Artistic Painting — Human–Robot Collaboration — World Design Cities Conference (WDCC 2024, 2024)

AI Artistic Painting — Human–Robot Collaboration was a live generative drawing performance presented at the opening ceremony of the 2024 World Design Cities Conference in Shanghai. Keywords extracted from conference speeches became images in architect and artist Jarmo Suominen's visual language, then ordered vector paths for a robotic arm. On stage, Suominen and the robot drew simultaneously across a monumental wall.

I built the image-to-drawing workflow from training data to robot-ready geometry. This included preparing the artist's drawings, training a Stable Diffusion LoRA, building the ComfyUI graph, tracing generated images, and using Houdini to simplify and order the vector paths.

I then automated the pipeline: ComfyUI supplied the generation graph as JSON, a .bat script ran Houdini headlessly, and the system exported an SVG for the Grasshopper robot-control setup. I remotely tested the venue installation through its final overnight setup.

Role: AI Pipeline & Computational Workflow.

Contribution: Prepared the artist dataset, trained the Stable Diffusion LoRA, built the ComfyUI generation graph, converted raster images into ordered SVG paths in headless Houdini, and delivered robot-ready data to Grasshopper.

Context: Live human–robot drawing performance at the WDCC 2024 opening ceremony in Shanghai

Tools: Stable Diffusion, LoRA, ComfyUI, Python, Headless Houdini, SVG, Path Optimization, Robotics, Grasshopper.

Keywords: World Design Cities Conference 2024, WDCC 2024, Shanghai, AI Artistic Painting, human robot collaboration, robotic drawing, robotic arm, live performance, generative drawing, AI image generation, Stable Diffusion, LoRA fine-tuning, ComfyUI, headless Houdini, Houdini automation, batch scripting, Python, raster to vector, SVG optimization, stroke ordering, path planning, computational geometry, Grasshopper, creative robotics, interactive installation.

Disciplines: procedural, real-time, installations, pipeline.

Astral Twin — OFFF Barcelona (VolvoxLabs, 2026)

Astral Twin is a robotic audiovisual installation by VolvoxLabs, presented at OFFF Barcelona 2026 as a large LED monolith surrounded by four robotic arms.

My work focused on the visuals across the monolith's surrounding surfaces: I designed the real-time content system in TouchDesigner and authored custom GLSL shaders and shader networks that generate and control the procedural imagery in real time.

Working directly with the LED grid also became a study in how brightness changes the apparent size of a point of light—and how that perception can shape motion.

Role: Real-time Visual Developer.

Contribution: Designed and implemented real-time visuals for the LED monolith's surrounding display surfaces using TouchDesigner and custom GLSL shader networks and procedural image generation for the robotic audiovisual installation.

Context: Robotic audiovisual installation, OFFF Barcelona 2026

Tools: TouchDesigner, GLSL, Custom Shader Design, Shader Networks, Real-time Visuals, LED Installation.

Keywords: custom shader design, GLSL shader programming, shader networks, procedural image generation, real-time shading, OFFF Barcelona, OFFF Barcelona 2026, Astral Twin, VolvoxLabs, robotics, robotic art, robotic installation, robotic audiovisual installation, robotic audiovisual performance, kinetic installation, TouchDesigner, GLSL, shader, shader development, custom shaders, creative coding, real-time visuals, real-time rendering, real-time content system, LED, LED monolith, LED installation, media art, new media art, computational art.

Disciplines: procedural, real-time, installations.

Full project context and team credits: https://www.offf.barcelona/post/offf-presents-art-installations-at-the-intersection-of-art-and-technology

Nicole Moudaber Tour Visuals — Nicole Moudaber (VolvoxLabs, 2024)

Nicole Moudaber Tour Visuals is an evolving CG library produced at VolvoxLabs, played live behind the techno DJ's sets and extended across tours. The 2024 program — anchored by her Brooklyn Mirage show — added a new wave of scenes on top of the existing catalog from earlier years.

I built seven of those 2024 additions in Houdini end-to-end — each a self-contained CG world designed to read at scale on the venue's LED wall and breathe with the dark-techno aesthetic of Nicole's set.

I developed the procedural scenes together with their custom shaders and complex material networks. That included defining the surface appearance and refining the look so each world held its character at the scale of a live LED backdrop.

Contribution: Built seven Houdini scenes for the 2024 tour program, including procedural scene creation, custom shader design, complex material networks, and look development for large-scale LED playback.

Tools: Houdini, Procedural Scene Creation, Shader Design, Material Development, Look Development, Rendering, Nuke, Tour Visuals.

Keywords: custom shader design, shader networks, complex material networks, material development, procedural materials, procedural scene creation, Houdini, Houdini FX, simulation, sim FX, particles, cloth, soft bodies, procedural, procedural animation, look development, lookdev, motion graphics, motion design, music visuals, VJ, VJ visuals, VJing, live visuals, real-time visuals, real-time playback, LED, LED wall, stage visuals, concert visuals, tour visuals, club visuals, Brooklyn Mirage, electronic music, techno, themed CG sequences, Nuke, compositing, render, computer graphics, 3D graphics.

Disciplines: houdini, procedural, simulation, real-time.

Full project context and team credits: https://www.volvoxlabs.com/work/nicole-moudaber

Mesa City Moving Image Commission — City of Mesa, Arizona (VolvoxLabs, 2024)

Mesa City Moving Image is a 2024 generative landscape commission for the City of Mesa, Arizona, produced at VolvoxLabs to mark the opening of the city's new City Hall — an evolving visual habitat that takes viewers through geological eons of the surrounding desert.

I built the river-erosion system that drives one of the piece's recurring scenes — a fully procedural Houdini setup that simulates the slow life of a river meandering, reconnecting, and leaving oxbow lakes that dry across geological time. It is coupled with a topographic rainfall-and-erosion model that sculpts the surrounding terrain and feeds the river — and the whole system holds stable across 10,000+ continuous simulation frames, an art-leaning R&D study of how landforms actually move.

I also developed procedural materials and custom shader networks for the landscape, connecting the terrain simulation to its surface appearance as part of the look-development process.

Contribution: Built the procedural Houdini river and erosion system, sustained it across 10,000+ simulation frames, and developed procedural materials and custom shader networks for the landscape.

Tools: Houdini, Procedural Scene Creation, Shader Design, Procedural Materials, Erosion Simulation, Look Development, Geomorphology, Simulation Stability.

Keywords: custom shader design, shader networks, procedural materials, material development, terrain shading, procedural scene creation, Houdini, Houdini FX, procedural, procedural generation, procedural systems, simulation, sim FX, simulation R&D, long-running simulation, simulation stability, erosion, erosion simulation, hydraulic erosion, geological simulation, landscape simulation, terrain simulation, generative landscape, procedural terrain, river simulation, meandering river, oxbow lake, geomorphology, R&D, technical R&D, generative art, computational art, computer graphics, 3D graphics, VFX, Python, VEX.

Disciplines: houdini, procedural, simulation, installations.

Full project context and team credits: https://www.volvoxlabs.com/work/mesa

The Era of Bosie — Bosie (Opus Studio, 2023)

The Era of Bosie is an award-winning 2023 brand campaign film for the unisex fashion label Bosie, directed by Angie Su — a surreal, sci-fi-leaning piece staged as an intergalactic journey through soft botanical worlds and metallic forms. The film picked up multiple international awards, including several in the VFX category.

I joined as a freelance Houdini artist on the CG team. My focus was the VDB-based growth effect that anchors the film's feature shot — a procedural volumetric simulation that propagates organic forms through the hero moment, then hands off to lighting and comp for the final frame.

Tools: Houdini, Redshift, OpenVDB, Volumetric Simulation, Procedural, Look Development, Nuke, Award-winning, Freelance.

Keywords: Houdini, Houdini FX, Redshift, OpenVDB, VDB, volumetric simulation, volume rendering, volumetrics, procedural, procedural animation, simulation, sim FX, feature shot, hero shot, VFX, VFX awards, award-winning, international awards, brand film, fashion film, commercial film, brand campaign, motion graphics, motion design, freelance, look development, lookdev, compositing, Nuke, computer graphics, 3D graphics, Python, VEX.

Disciplines: houdini, procedural, simulation.

Full project context and team credits: https://www.behance.net/gallery/171285955/The-Era-of-Bosie

299 Park — Fisher Brothers (VolvoxLabs, 2025)

299 Park is a permanent LED media-architecture installation at 299 Park Avenue — a Fisher Brothers tower in Midtown Manhattan — produced at VolvoxLabs in 2025.

I drove the Houdini scene development, ran the R&D on the simulations that power the piece, owned the baseline look development, and tuned the rendering pipeline for the show's throughput and resolution targets.

Tools: Houdini, Scene Development, Simulation R&D, Look Development, Render Pipeline, Optimization, Permanent Installation, Media Architecture, Nuke.

Keywords: Houdini, Houdini FX, scene development, simulation, simulation R&D, particles, fluid, procedural, look development, lookdev, render pipeline, rendering pipeline, pipeline optimization, performance optimization, optimization, render farm, distributed rendering, Linux, LED, LED wall, media architecture, permanent installation, architectural installation, real-time rendering, real-time playback, generative, computer graphics, 3D graphics, VFX, USD, Universal Scene Description, Karma, Karma XPU, Nuke, compositing, Python, VEX, technical direction, pipeline TD.

Disciplines: houdini, procedural, simulation, real-time, installations, pipeline.

Full project context and team credits: https://www.volvoxlabs.com/work/299-park

Selected commercial work