Project Skylark - Tech Demo

In the world of game development, there’s often a trade-off between an artist’s creative freedom and the efficiency needed to build complex environments quickly.
Project Skylark, a tech demo by SideFX, sits precisely at that intersection.
It shows how procedural tools don’t have to come at the expense of style or personality.
On the contrary, the project demonstrates how algorithms can become a powerful extension of creativity, enabling the construction of consistent, emotional, and distinctive worlds.

ENVIRONMENT

The setting is that of a stylized village, nestled in an idyllic landscape.
Houses, bridges, pots, clouds, birdhouses, everything was created in Houdini, and every element is customizable through procedural tools (Houdini Digital Assets, or HDAs).
Want to change the shape of a roof? Extend a bridge? Swap out one roof tile pattern for another? You can, with just a few clicks.
Thanks to Houdini Engine, all these changes can also be made directly within Unreal Engine 5, with no need for endless exporting.

RESOURCES

SideFX didn’t just showcase the result, it also released the entire project: Unreal files, assets, materials, and a series of detailed tutorials for anyone looking to recreate (or remix) the world of Skylark.

Available tutorials include:

  • Cloud: Procedural cloud generation and editing

  • Birdhouse: Customizable birdhouse creation

  • Rock: Stylized rock generation in Houdini

  • Bottle: From procedural modeling to UV and vertex colors

  • Trim Sheet: Generating procedural trim sheets

  • Plant Pots: Procedural vases shaped using curves

CONCLUSION

Project Skylark is more than a tech demo, it’s a statement of intent.
It shows how automation and procedural workflows can amplify human creativity rather than replace it.

In a creative environment where time and detail matter, tools like Houdini and Unreal are invaluable allies.
Whether you're a 3D artist, a game dev, or a lover of stylized worlds, Skylark invites you to explore a sustainable, modern pipeline where procedural generation becomes an extension of artistic thinking, not a compromise.

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