Daniel I.
Technical Director | Houdini/Unity/Unreal | Tools, Shaders & Pipeline
What I do: • Procedural terrain, roads, cities, and scattering: HDAs, VEX, C#, Houdini Engine for Unity and Unreal • Custom shaders and render features: HLSL, Unity URP/HDRP, Unreal materials • Pipeline and tool development: Python, C#, Unity editor tooling • Performance: streaming, LODs, and optimization for PC and mobile • 3D generalist: modeling, texturing, shading, FX. Some of my projects: • Procedural city and terrain generation for an open-world game studio: road networks with junction solving, lanes, parking and sidewalks, plus heightfield terrain, delivered into Unity through Houdini Engine • Multiple large-scale 3D environments for simulation training in Unity • Houdini and Maya pipeline tools used daily by 60+ artists • 30+ km real-world terrains for Unreal • Author of DanTools: Houdini HDAs for real-world terrain (DEM, satellite, OSM), erosion, road networks, and adaptive meshing • And many more. Send me your scope, and I’ll tell you what’s realistic.
Earnings and projects
Last 6 months ÷ 6
Last 6 months: $819
Billed in all: $187,334$187k
$410 in the last 6 months
Across 16 contracts
Earnings, last 30 days
Dotted: longer than usual between two readings. Hatched: over two weeks without one.
Skill rankings: Top 20% in Substance Designer
Ranked by MRR among everyone on Upwork with the skill.
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