George Hulm work email
- Valid
- Valid
George Hulm personal email
Procedural Artist turned tools developer, experienced in environment art/world building workflows, and in particular designing landscape and foliage pipelines.Recently, I've worked on synthetic datasets for autonomous vehicles, VR digital twins, in Digital Heritage and live broadcast making use of Unreal Engine and Houdini. In the past I have worked on indie games, AAA titles, mods and more. Currently teaching, developing marketing content for SideFX and working on Natsura, a revolutionary 3d plant modelling and simulation toolkit!
-
Co-FounderNatsuraPoitiers, Fr -
Project LeadSidefx Software Oct 2024 - PresentPoitiers, Nouvelle-Aquitaine, FranceLead on Project Elderwood, a production example that demonstrates how Houdini proceduralism can be woven more tightly into the unreal editor , taking advantage of scriptable tools for direct viewport interaction, leveraging pcg, geometry script and the houdini engine blueprint api. The primary goal is to show how Technical artists can create better integrated tools that can empower artists, enhancing and even creating entirely new *tactile* artistic workflows. -
Technical ArtistSidefx Software May 2023 - Dec 2024Poitiers, Nouvelle-Aquitaine, FranceTechnical Artist on Project Pegasus, an open world creation demo using Houdini and Unreal. My duties included creating the Landscape shader and landscape texturing and detailing workflows in Houdini. During the project I co-created the Flora tools, a set of prototype plant modelling tools that explores how delayed evaluation could be used to build better modelling systems in Houdini. -
LecturerÉcole De Design De Nouvelle-Aquitaine Jan 2024 - PresentPoitiers, Nouvelle-Aquitaine, France -
Technical ArtistAv Tools Company Jun 2022 - PresentRemoteI designed and built an end-to-end recipe-based foliage pipeline for realtime simulation of massive environments using Unreal and Houdini. This included building a suite of plant modelling tools complete with lods, imposters, texturing packing and pivot hierarchies for shader-driven wind animations in Unreal, seasonal colouration, as well as processing raw photogrammetry scans and assembling scanned modular components to produce the final result. I scanned 9 tree species and subsequently used… Show more I designed and built an end-to-end recipe-based foliage pipeline for realtime simulation of massive environments using Unreal and Houdini. This included building a suite of plant modelling tools complete with lods, imposters, texturing packing and pivot hierarchies for shader-driven wind animations in Unreal, seasonal colouration, as well as processing raw photogrammetry scans and assembling scanned modular components to produce the final result. I scanned 9 tree species and subsequently used the tools to produce a library of over 200 vegetation assets. Additionally, I contributed to enhancing the quality of urban and offload environments, with a particular focus on the latter. I rebuilt the project-wide landscape shader from scratch to take advantage of texture-arrays, Id-maps and three levels of detail textures. During this process I assisted in developing procedural tools to create dirt roads and tracks, created tiling materials from aerial photos and scans, and built maps for customers using the evolving tools. Working for Applied has equipped me to balance a fast-paced production environment and short term requests from important clients, with longer term goals, such as effective research and development and multi-release tool maintenance.https://www.appliedintuition.com/ Show less
-
Co-FounderNatsura Jan 2024 - PresentRemoteI co-founded and co-fund Natsura development with my partner. We are developing a comprehensive suite of plant modelling tools that serves the needs of AAA game studios and high-end vfx production companies. With a strong focus on UX and UI, we are uncompromising in our pursuit of creating the most powerful and flexible vegetation modelling tool-suite. Natsura accelerates existing workflows and unlocks entirely new approaches.Natsura provides all of the procedural and manual… Show more I co-founded and co-fund Natsura development with my partner. We are developing a comprehensive suite of plant modelling tools that serves the needs of AAA game studios and high-end vfx production companies. With a strong focus on UX and UI, we are uncompromising in our pursuit of creating the most powerful and flexible vegetation modelling tool-suite. Natsura accelerates existing workflows and unlocks entirely new approaches.Natsura provides all of the procedural and manual control that artists are used to, but it is underpinned by an all-new physically-based engine for solving plant growth which offers the fastest, most accurate and most controllable foliage simulation yet.Growing, Evolving, branching forms can be created, posed and pruned interactively or procedurally using a modular node based approach. Show less
-
Postgraduate SupervisorUniversity Of Gloucestershire Jan 2021 - Aug 2023United KingdomTeaching Technical Art and Environment Modules. -
Technical LeadHistoric Vr Ltd Jul 2021 - Apr 2022Greater Guildford Area, United Kingdom -
Technical ArtistHistoric Vr Ltd Oct 2020 - Jul 2021Guildford, England, United KingdomDuring my time at HistoricVR, I helped to optimise a digital-twin of the modern Guildford Castle grounds and a historic reconstruction of the castle and surrounding area for tethered VR. I built a custom chucking and loading system using houdini and blueprints which made it possible to load and render the entire scanned keep at a resolution of ~1 vertex/cm resolution of ~24 pixels/cm. I contributed ~20 or so tree models complete with lods and pivot-hierarchies for… Show more During my time at HistoricVR, I helped to optimise a digital-twin of the modern Guildford Castle grounds and a historic reconstruction of the castle and surrounding area for tethered VR. I built a custom chucking and loading system using houdini and blueprints which made it possible to load and render the entire scanned keep at a resolution of ~1 vertex/cm resolution of ~24 pixels/cm. I contributed ~20 or so tree models complete with lods and pivot-hierarchies for shader-driven wind, which I had created using my own custom houdini tools. Show less -
Lead Environment ArtistMeso Digital Interiors Gmbh Oct 2019 - Oct 2020Frankfurt Am Main Area, GermanyWorking on State of the Art interactive museum installations running in Unreal. -
Technical ArtistHawk-Eye Innovations Ltd Feb 2019 - Jan 2020BristolLook Development of virtual stadiums in Unreal for Sky Sports coverage of the Ashes. -
Technical ArtistRealtimeuk Jun 2019 - Sep 2019Manchester, United KingdomWorked on lighting, scene dressing and optimization for pre-rendered and realtime cinematics in Outriders. -
Technical ArtistVirtual Basement Llc Mar 2018 - Apr 2018RemoteI worked on Lighting, Materials and set-dressing for Outlaws as an external contractor. -
Level DesignerExis Interactive Dec 2017 - Mar 2018RemoteI worked for Exis Interactive as a contract Environment Artist/Level Designer, building large multiplayer levels for an in-development fps with vehicular combat. -
Level ArtistWolfire Games Jan 2017 - May 2017RemoteI worked with Wolfire Games in the run up to their release of Overgrowth. During my short time there I was responsible for set-dressing and lighting about half of the levels in the main campaign. -
Pal LeaderBournemouth University Sep 2013 - Sep 2014Bournemouth, United KingdomHolding Seminars and Workshops with first year animation students -
Level DesignerAnimazoo Sep 2013 - Nov 2013Brighton, England, United KingdomLevel Designer on a demo for an arcade game utilising Motion Capture technology and the Oculus Rift Virtual Reality Headset.
George Hulm Skills
George Hulm Education Details
-
Computer Visualisation And Animation
Frequently Asked Questions about George Hulm
What company does George Hulm work for?
George Hulm works for Natsura
What is George Hulm's role at the current company?
George Hulm's current role is Co-Founder.
What is George Hulm's email address?
George Hulm's email address is gh****@****h.ac.uk
What schools did George Hulm attend?
George Hulm attended Bournemouth University.
What are some of George Hulm's interests?
George Hulm has interest in Children, Economic Empowerment, Education, Environment, Human Rights.
What skills is George Hulm known for?
George Hulm has skills like Maya, Computer Animation, Level Design, Video Games, Game Development, Photoshop, Game Design, Animation, Environment Art, Computer Graphics, Character Animation, Texturing.
Not the George Hulm you were looking for?
-
-
-
George Hulm
Waterford, Wa
Free Chrome Extension
Find emails, phones & company data instantly
Aero Online
Your AI prospecting assistant
Select data to include:
0 records × $0.02 per record
Download 750 million emails and 100 million phone numbers
Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.
Start your free trial