Studying Procedural Architecture Workflows for EREMUS
Procedural Architecture Workflows
After defining the architectural style and modular logic of the outpost, the next step was to look at how that logic could be supported through procedural workflows. For this slide, I collected references that focus on modular building generation, scalable architectural variation, and kit-based assembly inside Houdini and Unreal. The goal was not to copy these workflows exactly, but to understand how they could inform a smaller outpost system for EREMUS.
CG Crucible / Architecture for Games in UE Reference used to study modular architecture thinking and how kit logic can support environment assembly.
Simon Verstraete / Generating Sci-Fi Buildings Reference used to explore scalable sci-fi building workflows and controlled facade variation.
Andrew Guan / Procedural Building Generator Reference used to understand generator-based workflows for architectural variation and reusable structure logic.
Viktors Anfimovs / Procedural Building from Modules Workflow reference used to study modular building generation in Houdini, including instancing, variation, and Unreal transfer.
Why I Included These References
This slide was important because it helped me think beyond static modelling. Since EREMUS is meant to use a Houdini-to-Unreal workflow, I needed references that showed how architectural systems can be generated, adjusted, and reused rather than built entirely by hand. These examples were useful because they all approach buildings as modular structures made from repeatable parts, which fits the kind of outpost kit I want to develop.
How This Connects to My Project
What I took from these workflows was not the idea of building a full city generator, but the logic behind procedural structure systems. For EREMUS, that means thinking in terms of core modules, repeatable forms, controlled variation, and reusable sci-fi detail. This helped me define a more realistic direction for the project, where proceduralism supports the outpost kit instead of becoming the entire project by itself.
Reflection
This stage helped me connect the architectural design of the outpost with the production method behind it. It made the project feel more structured, and it gave me a clearer idea of how procedural workflows could support modular planning without making the scope too large













