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In Season 2 of Halo, we were tasked with presenting microscopic cell growth and division. We achieved this entirely in Houdini using a procedural workflow that begins with the development of a spore growth system based on attribute flow. The procedural workflow allowed artistic control over spore density, scale, age, speed and distance from the parent spore which was adapted for different shots.
Rafael Drelich is an Effects TD and educator based in Toronto, specializing in digital simulations and procedural solutions for VFX and games. With a background in human-centred design, he has a unique approach to breaking down complex visual effects sequences into clear and manageable tasks. His enthusiasm for the creative process, collaborative work, and the wonder of digital effects have been a guiding force in his professional life. He has previously worked at WeFX, Pixomondo, and Mr. X, contributing to high-profile projects such as "Guillermo Del Toro's Cabinet of Curiosities" (2023), "From" (2023), "Halo" (2022), "American Gods" (2021), and other notable shows. Rafael holds a Bachelor's degree in Design from PUC-Rio and a Postgraduate Degree in Visual Effects from George Brown College. Currently a Professor at Seneca Polytechnic School of Creative Arts and Animation, teaching procedural thinking for games using Houdini. Believes that a collaborative mindset, rapid prototyping and iterative processes can solve any creative challenge
Mykyta Berezin is an FX Artist at WeFX Studio in Toronto. With expertise in FX, 3D modeling, texturing, and rendering and with a background in broadcast, and motion design, he demonstrates a strong commitment to artistic pursuits. Mykyta specializes in creating both realistic and abstract simulated and procedural visual effects. He is currently focused on exploring automation and optimization techniques to produce desired effects.