Mauricio PorrasSpecializing in scalable procedural workflows and real-time production systems.
Building procedural systems, artist tools, and pipelines for games and VFX — from Houdini digital assets to Unreal Engine PCG frameworks that hold up in production.
Selected systems & case studies
Production systems, not one-off shots — each built to survive contact with a real pipeline.
Character Garment LOD Automation
A live Houdini-to-Maya bridge that generates a full clothing LOD chain using an importance-map-driven reduction, so joints, wrinkles, and silhouette survive aggressive polygon cuts.
Material-Aware Destruction Fracture System
A family of Houdini fracture systems that break geometry along real material and structural boundaries — brick, wood, hardware — instead of uniform Voronoi shattering.
Procedural Modular Kit Generator
A Houdini tool that takes one master modular building piece and automatically generates its entire family of resized and feature variants as correctly named, ready-to-import assets.
Capabilities
Procedural Generation
Rule-based systems that generate environment, prop, and effect variation at scale — built for art direction, not just automation.
Pipeline Development
End-to-end content pipelines connecting DCC tools to engine, with validation and automation baked into the handoff.
Artist Tools
Editor tooling designed around how artists actually work — fewer clicks, faster iteration, fewer ways to break the scene.
Unreal Engine
Deep production experience across Blueprints, PCG, Niagara, and native C++ systems in UE5.
Houdini Workflows
VEX and HDA authorship for procedural modeling, destruction, and simulation feeding real-time pipelines.
Real-Time Rendering
Shader and performance work that keeps procedural ambition inside a real frame-time budget.
15+ years across games, VFX, advertising, and real-time graphics.
Technical Articles & R&D Journal
Unreal Engine Experiments
Ongoing research notes on new procedural and pipeline workflows.
Houdini Workflows for Real-Time Production
Bridging offline procedural authorship with real-time asset constraints.
Building Procedural Systems in Unreal Engine 5
A breakdown of PCG-driven world-building and where it earns its keep in production.
Designing Artist-Friendly Tools
Notes on tool UX for non-technical artists — the difference between a script and a tool.