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Crowd Simulation
Using Houdini, I created a bird flocking simulation to explore agent-based motion and behavioral controls, then imported the result into Unreal Engine for real-time playback. The focus of this project was on setting up believable flocking behavior while maintaining performance and clean data transfer between Houdini and Unreal. This piece helped me better understand simulation caching, export workflows, and how procedural simulations can be integrated into a real-time environment.

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