Procedural worlds, tools and education

Procedural technical art for people who build worlds.

Approach

The craft is universal.
The tool is the lens.

Proportion, polygon flow, silhouette, optimisation, pipeline. These fundamentals carry across any software. Houdini enters as a way of seeing the whole problem and of solving something once so it stays solved.

Open process

Every tool is born inside a real project, and the route is documented alongside the result.

Fundamentals first

Structure comes before finish. Anyone who understands the system can rebuild the result anywhere.

Depth in your language

Dense technical material in Portuguese, keeping the vocabulary the industry uses abroad.

Studio

Your game,
end to end

We take on the whole project: scope, team, pipeline and delivery. The difference is in the method, because the tool gets built before the content does.

  1. 01

    Scope

    What the game needs, budget and deadline settled before the first line of code.

  2. 02

    Prototype

    A playable build early, core loop standing. Expensive calls surface while they are still cheap.

  3. 03

    Production

    Content generated by our own tools. An art revision costs a parameter, not a week.

  4. 04

    Delivery

    Published build, documented project, and your team trained to run it alone.

Roblox · Unreal · Houdini

We also come into projects already under way, when the bottleneck is pipeline or performance.

Talk about the project

Work

Tools
and pipelines

HDAs, exporters and pipelines developed inside real projects. Some become products, others stay open studies.

HDA · Roblox

Destruction

Procedural destruction in Houdini exported to Roblox with bone animation. Six trigger modes, per-piece material, and rotation preserved through import.

Houdini → FBXBreakdown
HDA · Roblox

bridgeGen

Procedural bridges where the joints are the single source of truth and the trestle is born at the bend. The formed plate becomes a WedgePart from its real outline.

Geometry → instanceRoblox Mode
Pipeline · 8 HDAs

OSM Smart Cities

Raw OpenStreetMap data turned into a three-dimensional city. Genuinely resolution-agnostic: São José dos Campos at 30 m and San Francisco at 1 m on the same graph.

OSM → HoudiniComplete
Service

Digital Twin

City digital twin built from open LOD2 data for Germany, Japan, Switzerland, Poland, Denmark and Belgium, on a single CityGML engine.

CityGML → UnrealUnder contract
Suite · terrain and city

cityGrade · roadGen · magicBuild

Zone-based terrain grading on the heightfield, welded street intersections cut by isovalue, and a whole building generated from one wall with nested openings.

SOPIn use
Plugin · Roblox Studio

Arctecto Importer

One plugin with five modes: studs, terrain, scatter, instance and animation. It writes voxels in blocks of 64 with task.spawn so Studio never freezes, and pulls tiles from a local server.

Houdini → :7823 → StudioFive modes
HDA · Roblox

StudGen

Studs from three sources: a heightfield becomes relief columns, a mesh becomes a studified 3D volume, a slab becomes a plate. Modelled position is preserved rather than recentred on the origin.

Terrain · Mesh · PlateIn use
HDA · Roblox

Terrain Tiles · Instance Export

A heightfield becomes Roblox voxel terrain, sliced into tiles and read straight from the height volume with no PNG in between. Instance Export uses that same terrain as its ruler: points leave at DEM scale and arrive in studs, with each piece’s size remapped by the same factor.

Heightfield → voxel → studsValidated
HDA · Unreal

UE Export

Geometry into Unreal over USD, with collision authored inside Houdini, instances arriving as ISM and materials on slots. On the engine side a button remaps the stubs to the real materials.

USD → UnrealClosed loop

Mentoring

One-to-one
mentoring

Individual sessions in Houdini, with an agenda set by your project. The starting point is the problem in front of you.

  • FormatIndividual sessions, scheduled together, at a pace agreed between us.
  • Who it is forFrom someone opening Houdini for the first time to someone already delivering in production. Procedural thinking gets built from wherever you are.
  • ScopeFundamentals, scene architecture, HDA construction, pipeline decisions and technical project review.
  • AccessThe mentee role on the Hub opens the mentoring room and the voice calls.

Credential

Recognised by SideFX

Taught by someone who spent years in VFX production before building Arctecto. The schedule is limited by the format itself, since these are individual sessions.

Students

Student
work

What comes out of the mentoring and the course. Each project opens with the whole path, not just the final image.

Posted by people who went through the mentoring or the course

  • Start to finishReference, construction, adjustment and result. The project shows up whole, not only in the pretty frame.
  • Process on showWireframe, HDA, test inside the engine. The supporting material weighs as much as the render.
  • Credit and linkName, time in the field and portfolio link sit right next to the work.

Community

Community
projects

Hub members produce, publish and hire each other. This page is the showcase for what comes out of there.

Selected from the showcase channel, with author, tool and link

  • PostShare your work in showcase, or your progress in the work in progress channel. Ongoing projects count too.
  • Get feedbackThe community answers with a technical read: composition, topology, pipeline and construction decisions.
  • Get featuredStandout work moves up to this page, credited and linked to your profile.

Arctecto Hub

The community

Artists, builders, animators and programmers building in public. Growth is organic and presence is high.

268Members
16%Concurrent presence
02Server level
08Boosts

The average Discord server sits between 5% and 10% concurrent presence. The Hub holds 16%. That number describes the room better than any other.

Figures from August 2026

Channels

showcasework-in-progress tutorialsplugins-roblox community-storevagas-empregos mentor-roomchat
In production

Low poly modelling
for games, in Houdini

The fundamentals taught through Houdini: proportion, silhouette, polygon flow and optimisation. The craft does not change with the engine, so what you learn serves Roblox, Unreal or whatever comes next.

Waiting list

A single notification when enrolment opens.

Opens your mail app with the subject filled in

Contact

Talk to
Arctecto

Bespoke HDA commissions, effects, procedural generation and city digital twins. For technical conversation and student questions, Discord answers faster.