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Alireza Khodatars (Armin)

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attackGEN(2020)

June 11, 2020 realtime

attackGEN

<realtime vfx Resource making>

This R&D focuses on creating a procedural modeling system in Houdini for character attack effects.

The main goal was to build an HDA (Houdini Digital Asset) capable of generating multiple attack-shape variations from a single procedural setup. The generated geometry can then be used inside Unreal Engine and combined with shaders to achieve a more magical and stylized visual result.

The focus here is mainly on the HDA design itself and how procedural controls can provide a wide range of variations without requiring artists to manually create a new asset for every attack.

By exposing parameters and introducing controlled randomization, the system can generate different shapes and forms each time an attack is triggered. This helps make the effects feel more dynamic and less repetitive in-game, while still giving artists control over the overall visual direction.

Later in Unreal Engine, these generated shapes can be enhanced with shaders, particles, and additional VFX layers to build the final attack system.

At this stage, the goal is not to finish the visual effect, but to demonstrate the core procedural framework behind it.

The focus is on showing how a dynamic Houdini-based system can improve the creation of attack geometry for multiple enemy types and attack variations, while reducing the need to build each shape manually.

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