Tools & PCG

Python | Unity C# | Houdini | Blender | Maya | Substance suite

Asset Checker | Maya & Houdini Pipeline plugin

Python Pyside6 | Maya 2026 | Houdini 20.5.332
· Multi-DCC support (Maya / Houdini)
· Automated model validation with CSV Rules (Naming / Polycount / UV / Attributes checks)
· Custom PySide UI panel with asset list
· Double-click locate function
· Real-time feedback & error highlighting for quick fix


Procedural Pagoda Generator | Houdini Digital Asset

Houdini | Procedual generation
· Research: Collected and analyzed Chinese traditional pavilion architecture references
· Design: Translated stylistic variation into controllable parameters (Tilt, etc.)
· Interface Design: User-friendly parameter UI with grouped sections
· Implementation: Fully built HDA using VEX Wrangle + procedural SOP network


Material authoring | Procedual Material Library

Substance Designer | Marmoset toolbag | Procedual texture
· Built using a fully node-based workflow in SD with clean, modular graph organization
· Exported PBR texture maps and optimized for real-time pipelines
· Rendered in Marmoset Toolbag using calibrated lighting setup


Blender Alignment Tool | Python(bpy)

Python Addon | Blender
· Object alignment, distribution, and curve-based placement directly inside Blender
· Supports origin / bounding-box alignment with min / center / max modes
· Flip direction & optional tangent orientation for spline placement
· Integrated as a clean N-panel UI
· Speeds up level layout and prop placement in production workflows


Smooth Outline Tool | C# with Unity

[Interface] Average vertex normals

[Interface] Write into the selected UV channel

Unity C# | Scripting tools
· Compute averaged vertex normals for smoother outline rendering
· Write baked normals into a chosen UV channel
· One-click Save Mesh, auto-assigns new asset back to the object
· Built with a custom Editor interface for clear parameter control
· Designed for URP outline shaders using stored normals for stable silhouette drawing


Real-time Tessellation Tool

[Game Window]

[Wireframe Debug View | Game Window]

[Distance-related tessellation variable factors]

Unity URP17 | Shader creation
· Real-time Radius-based adaptive tessellation, with variable factors (higher density near center)
· Render texture-driven heightmap displacement and falloff blending
· Wireframe debug view mode to visualize tessellation density in real time
· Designed for interactive terrain response such as snow, sand, or impact surfaces


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