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Procedural Art

Procedural art built across Blender and Unity. From geometry-based asset generation to custom spawning systems that create variety at scale without the manual overhead. It's an area I'm actively growing in and increasingly excited by.

Root Bridge

A fully procedural root bridge built in Blender's Geometry Nodes. Every aspect is customisable, from individual materials to arch shape, length, and position. Custom curves and SDF generation define where roots, trees, stones, soil, and leaves sit as the bridge is adjusted, keeping everything grounded and natural-looking at any configuration. Heavily inspired by Erin Dale's course on proceduralism.

Collision Wires

A motion graphic built with a procedural node setup in Blender - metallic cables dynamically wrapping around a motorbike, with real-time collision driving the animation. No hand-keyed motion, just the system doing the work.

Graceful Impact

Graceful_impact_gallery2.gif

A custom spawning system in Unity HDRP - asteroids and drums procedurally generated in the path of a falling head, each collision triggering randomised light and sound, making every playthrough unpredictable.

Cloud Spin

A custom real-time particle system in Unity's VFX Graph, spawning individually rotoscoped dancers into a swirling cloud - designed to be flown through in real time. Colour and motion-trail effects were added procedurally as the scene turns progressively more chaotic.

Self Contained

A procedural 3D loop built in Blender's Geometry Nodes — mesh displacement driven entirely by noise, lit to emphasise the drama of the form. The black and white treatment was a last-minute call that ended up defining the whole piece.

A  real-time 3D + sound experience

Graceful Impact
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