Hugo.Beyer

Senior Technical / Environment Artist Hybrid tech + env

Houdini · VEX · Python · Unreal · Unity · Substance · real-time pipelines

21 years  ·  15+ shipped titles  ·  9 studios

21 years, 15+ shipped titles across AAA console, VR/MR, and mobile. Senior Technical Artist specializing in procedural pipelines (Houdini + Substance) with deep environment-art craft — I ship the environments and the procedural tech underneath them, end-to-end in Unreal and Unity. One hire covers two roles.
Open to Senior IC roles at mid-size indie or remote-first studios — procedural-heavy environment pipelines, teams with existing senior tech art leadership. Full-time, long contract, or fractional.

Experience

Senior Technical Artist — Contract / Consulting
Various clients · Remote Sep 2019 — Present
Hybrid tech/env consulting. Clients include Series Entertainment (Series AI), Mythica, Skrice Studios, Survios, and Wildlife Studios.
Series Entertainment (Series AI)2024 — Sep 2025
  • Built Unity ↔ Houdini round-tripping pipeline via JSON schema for environment linking.
  • Designed Unity scattering tools and Houdini HDAs for designer-side gameplay authoring: pathing, enemy / item / boss placement.
  • Prototyped procedural environment generation using Voronoi / Worley cell structures, metaballs, and marching cubes for auto-generated playable spaces.
  • Owned tool design for the art director's authoring workflow.
Mythica 2023 · 9 months
  • Established Houdini → Unreal procedural pipeline from scratch for the team.
  • Built the first production-ready biome end-to-end; this vertical slice became the internal benchmark and onboarding reference for downstream environment work.
  • Demonstrated full HDA workflow patterns the team could replicate for additional biomes.
Skrice Studios — Heroes of Mavia (mobile)2023
  • Owned Houdini-driven environment optimization for mobile release: foliage systems, building LOD generation, per-platform asset variants.
  • Built automated baking pipelines for shipped production content.
Survios — Alien: Rogue Incursion (PSVR2 / PC)2022 — 2023
  • Built Houdini-to-Unreal toolset for VR environment production: procedural pipes, cable / wire runs, web / organic surfaces, and related propagation systems.
  • Delivered HDAs with Unreal-side integration and custom parameter UIs for the environment team.
Wildlife Studios Sep 2019 — Sep 2020
  • Authored Substance Painter auto-shading filter producing PBR and hand-painted output from raw mesh input, intended for cross-title use.
  • Built environment pipeline for Zooba; tooling support for Tennis Clash.
  • Prototyped unreleased arcade dungeon project.
Principal Environment Artist — Microsoft
AltspaceVR + Mixed Reality initiatives · Redmond, WA Aug 2017 — Dec 2019
  • Owned environment creation for high-stakes, tight-turnaround shipped experiences: Microsoft keynote presentations, the Reggie Watts live VR show, Cirque du Soleil MR demos, MR Home environment turnarounds, and internal MR showcases.
  • Built environment and world content for IVAS (Integrated Visual Augmentation System) and HoloLens mixed-reality programs for the US Army.
  • Delivered shipping-quality VR/MR environments across concurrent keynote, event, and prototype tracks under demo-cycle pressure.
Senior Environment Artist — Sparky Pants Studios
Dropzone (PC MOBA) · Baltimore, MD Nov 2015 — May 2017
  • Shipped level environments and texture production.
  • Integrated Maya / Houdini / Substance Designer into the studio pipeline; tooling support across the art team.
Senior Environment Texture Artist — Ready At Dawn Studios
The Order: 1886 (PS4) · Irvine, CA Jun 2013 — Aug 2015
  • Authored materials, surface blending, color composition, and detail modeling / signage across East India House and Mayfair environments (interiors, streets, rooftops, alleys, plaza).
  • Produced tileable surface materials — cobblestone, leather, leaves, wood, soil, rocks, grass / duff — within Ready At Dawn's custom material authoring pipeline.
  • Contributed to pipeline refinements through collaboration with programmers and tech artists on the studio's custom engine.
  • Owned outsource integration: reviewed, finished, and fixed vendor-delivered art to shipping quality where nobody else would pick it up.
Senior Environment Artist — Airtight Games
Murdered: Soul Suspect · Redmond, WA Sep 2012 — May 2013
  • Environment and asset production for shipped title.
Environment Artist — Nerve Software
Call of Duty: Black Ops II (Xbox 360) · Dallas–Fort Worth, TX Oct 2011 — Aug 2012
  • Environment and asset production for shipped AAA title.
Senior Environment Artist — Terminal Reality
Kinect Star Wars (Xbox 360) · Dallas–Fort Worth, TX Feb 2010 — Oct 2011
  • Environment art, prop development, and texturing for shipped launch-window title.
Contract Artist — Liquid Development + direct freelance
Remote from Curitiba, Brazil 2007 — 2009
  • Outsourced environment / prop art for Rock Band 3, The Beatles: Rock Band (Harmonix), Borderlands (Gearbox), Damnation (Blue Omega / Codemasters), and additional AAA projects.
  • Direct freelance contribution: Anno 1404 (Related Designs / Ubisoft).
  • Early remote practice — Brazil-based, US and European clients.
Artist — Techfront
First studio role · Curitiba, Brazil 2005 — 2007
  • Art production for Burger Island (Nintendo DS / Flash) and Owner of the Crown.

Education

Bachelor's in Industrial Graphic Design — Universidade Positivo
Curitiba, Brazil