Commercial projects — full text index
Entropy Tamed is a 30-second computational artwork created for The Screen at OFFF Barcelona 2026 and projected across the façade of Disseny Hub Barcelona. Selected through OFFF's global Open Call, it screened twice on the festival's 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.
Built in Houdini Copernicus, the custom solver couples color advection, velocity, diffusion, divergence control, and temporal tone mapping. I choreographed the system as an encounter between two opposing forms, moving from monochrome accumulation and collapse toward a turquoise finale designed for the long architectural façade and surrounding urban light.
Role: Sole CG Artist & Visual Developer.
Contribution: Created the visual concept and four-part narrative, then built and choreographed a custom Houdini Copernicus fluid solver through animation, look development, lighting, rendering, and final delivery.
Context: 30-second façade projection at Disseny Hub Barcelona for OFFF Barcelona 2026
Tools: OFFF Barcelona, Projection Mapping, Houdini, Copernicus, Custom Solver, Fluid Simulation, Look Development, Rendering.
Keywords: 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
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.
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 the interactive triggers that respond to viewers on the floor. In parallel, I built out the project's rendering pipeline as shared infrastructure for the rest of the team: USD scene assembly, Karma / Karma XPU lookdev, and the management and debugging workflow on the studio's Linux render farm.
Tools: Houdini, HDA Development, Nuke, After Effects, USD, Karma, Karma XPU, Linux, Render farm, Python, VEX.
Keywords: computer graphics, 3D graphics, VFX, real-time rendering, GPU rendering, GPU compute, shader development, look development, lookdev, procedural, procedural content generation, PCG, 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
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 wrote custom GLSL shaders for the installation.
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 shaders for the robotic audiovisual installation.
Context: Robotic audiovisual installation, OFFF Barcelona 2026
Tools: OFFF Barcelona, Robotics, TouchDesigner, Shader, GLSL, Real-time Visuals, LED Installation.
Keywords: 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
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.
Tools: Houdini, Procedural, Simulation R&D, Erosion Simulation, Geomorphology, Generative Landscape, Generative Art, Simulation Stability.
Keywords: 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
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.
Tools: Houdini, VJ Visuals, Live Visuals, Motion, Render, Look Development, Nuke, LED.
Keywords: 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
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