George Hulm

George Hulm Email and Phone Number

Co-Founder @ Natsura
Poitiers, FR
George Hulm's Location
Poitiers, Nouvelle-Aquitaine, France, France
George Hulm's Contact Details

George Hulm personal email

n/a
About George Hulm

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!

George Hulm's Current Company Details
Natsura

Natsura

View
Co-Founder
Poitiers, FR
Website:
natsura.com
Employees:
1
George Hulm Work Experience Details
  • Natsura
    Co-Founder
    Natsura
    Poitiers, Fr
  • Sidefx Software
    Project Lead
    Sidefx Software Oct 2024 - Present
    Poitiers, Nouvelle-Aquitaine, France
    Lead 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.
  • Sidefx Software
    Technical Artist
    Sidefx Software May 2023 - Dec 2024
    Poitiers, Nouvelle-Aquitaine, France
    Technical 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.
  • École De Design De Nouvelle-Aquitaine
    Lecturer
    École De Design De Nouvelle-Aquitaine Jan 2024 - Present
    Poitiers, Nouvelle-Aquitaine, France
  • Av Tools Company
    Technical Artist
    Av Tools Company Jun 2022 - Present
    Remote
    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… 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
  • Natsura
    Co-Founder
    Natsura Jan 2024 - Present
    Remote
    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… 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
  • University Of Gloucestershire
    Postgraduate Supervisor
    University Of Gloucestershire Jan 2021 - Aug 2023
    United Kingdom
    Teaching Technical Art and Environment Modules.
  • Historic Vr Ltd
    Technical Lead
    Historic Vr Ltd Jul 2021 - Apr 2022
    Greater Guildford Area, United Kingdom
  • Historic Vr Ltd
    Technical Artist
    Historic Vr Ltd Oct 2020 - Jul 2021
    Guildford, England, United Kingdom
    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… 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
  • Meso Digital Interiors Gmbh
    Lead Environment Artist
    Meso Digital Interiors Gmbh Oct 2019 - Oct 2020
    Frankfurt Am Main Area, Germany
    Working on State of the Art interactive museum installations running in Unreal.
  • Hawk-Eye Innovations Ltd
    Technical Artist
    Hawk-Eye Innovations Ltd Feb 2019 - Jan 2020
    Bristol
    Look Development of virtual stadiums in Unreal for Sky Sports coverage of the Ashes.
  • Realtimeuk
    Technical Artist
    Realtimeuk Jun 2019 - Sep 2019
    Manchester, United Kingdom
    Worked on lighting, scene dressing and optimization for pre-rendered and realtime cinematics in Outriders.
  • Virtual Basement Llc
    Technical Artist
    Virtual Basement Llc Mar 2018 - Apr 2018
    Remote
    I worked on Lighting, Materials and set-dressing for Outlaws as an external contractor.
  • Exis Interactive
    Level Designer
    Exis Interactive Dec 2017 - Mar 2018
    Remote
    I worked for Exis Interactive as a contract Environment Artist/Level Designer, building large multiplayer levels for an in-development fps with vehicular combat.
  • Wolfire Games
    Level Artist
    Wolfire Games Jan 2017 - May 2017
    Remote
    I 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.
  • Bournemouth University
    Pal Leader
    Bournemouth University Sep 2013 - Sep 2014
    Bournemouth, United Kingdom
    Holding Seminars and Workshops with first year animation students
  • Animazoo
    Level Designer
    Animazoo Sep 2013 - Nov 2013
    Brighton, England, United Kingdom
    Level Designer on a demo for an arcade game utilising Motion Capture technology and the Oculus Rift Virtual Reality Headset.

George Hulm Skills

Maya Computer Animation Level Design Video Games Game Development Photoshop Game Design Animation Environment Art Computer Graphics Character Animation Texturing Zbrush Houdini Cinematics Sequencer Blueprints Materials Unreal Engine 3 Python Computer Games Adobe Photoshop After Effects

George Hulm Education Details

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.

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