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.
This page focuses on my contribution. Complete project context and team credits are available on the official project page.

