Bullet Hell Ring
This system is designed to generate highly customizable attack patterns using a single procedural HDA.
The HDA runs directly inside Unreal Engine through Houdini Engine, allowing artists to generate attack geometry for a specific team, group, or gameplay setup based on exposed parametric controls.
The attack pattern is primarily circular, expanding gradually from the center outward. As the active area grows, any character or object hit by the attack can receive damage based on the gameplay logic.
The generated geometry can be used in different ways depending on the effect. It can drive shader-based visuals, act as source geometry for Niagara effects, or be used directly as custom attack geometry.
The main goal was to create a single reusable HDA capable of generating a wide range of attack patterns, including controlled variations and randomized layouts for special attacks.