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Learn How to Craft Game Effects using Houdini 15.5 & UE4.12 (Udemy.com)

A guide for experienced film vfx artists to start their journey into real time graphics.

Created by: Stephen Tucker

Last updated August 2025

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What you will learn

  • take visual effects knowledge you've gained through working with Houdini in the motion picture industry, and understand the basics of how to apply it to the video game industry.
  • understand the importance of optimization in real time visual effects.

How it compares

Against the other 70 rated Udemy courses in Unreal Engine on CourseDuck:

  • Rating4.1 out of 5higher than 14% of them
  • Reviews654#31 of 71 by number of reviews
  • Length0.8 hoursshorter than 100% of them
  • Last updatedAugust 2025more recently than 72% of them

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Course Description

UPDATE: While I certainly appreciate that people are still regularly signing up and learning from this content, I'd like to make it clear that this is legacy content that was published in 2016 using versions of Houdini and Unreal which are not the current industry standards used today. I'm leaving the course available as there are still insights (particularly in the explanation of how vertex animation works) that are beneficial to dig into for an expanded understanding of how to work with 3D assets. At the time that this was made, it was not yet a popular workflow. The expected way that an artist might carry out this work today has changed - though understanding the inner workings illustrated here may still be beneficial.

Course Description:

This 45 Minute Lecture was originally given to the Vancouver Houdini User Group in August 2016. It is a talk that was designed for an audience familiar with feature film visual effects workflows, specifically those which use Houdini. The goal is to increase awareness of limitations in real-time game environments, and to help film makers take steps towards transitioning into interactive media.

Feature film effects artists are typically used to working with millions or particles, polygons, and voxels. While it's acceptable for a render farm to chew through heavy data over the course of several hours for film; current game platforms are not designed with this kind of geometry in mind. It's up to the effects artist to understand this and produce visuals that are as light-weight as they are beautiful so that game engines can spend their efforts on more than just the visuals.

This is not designed to be a step-by-step tutorial for making a "pretty" effect, but rather a general purpose guide geared at introducing a broad topic. If you are interested in transitioning from film to games, this talk may be useful as a primer as we'll introduce concepts such as: sprite sheets, power of two dimensions, texture packing, particle trimming, letting the GPU handle transformations, and vertex animation. Topics are introduced in a way that should build upon concepts that are already familiar to those with training in the motion picture discipline. All examples in this lecture are given using Houdini 15.5.523 and Unreal Engine 4.12.5.

The example files may be downloaded and examined at the student's own leisure.

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Instructor Details

Stephen Tucker

After attaining a Bachelor of Applied Arts in Animation from Sheridan College, Stephen went on to work as a Product Specialist at Side Effects Software Inc, before beginning his career in film and games. He has worked as a visual effects artist and technical director in both fully animated and live action films at Starz Animation, Dr. D, and Digital Domain. Recently, he completed work on Microsoft’s Gears of War 4, Electronic Arts' Mass Effect Andromeda, Star Wars Battlefront II and Battlefield V. He now works as a Senior VFX Artist at Scavengers Studio in Montréal.

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Reviews

4.1

654 ratings on Udemy

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By Jeffrey Seebachan on 8/25/2020

An interesting overview of solid workflows for simulating effects for games. Sprite sheets are a great concept to utilize, and vertex animation is interesting but feels like a much more complex optimization. It's a good introduction to the concept at the very least.

By Kevin S on 2/5/2019

The course was as described - an introduction for Houdini users making a transition from film to gaming. I wasn't ready for this but it exposed me to concepts that I realize must be adhered to for the efficiency requirements of gaming. And as always, it's a win (not time wasted) if I pick up a few nuggets along the way, e.g. I had never used the magnet/metaball nodes before. A suggestion for future tutorials: the audio could use some EQ. I think lowering the energy below 250Hz and increasing in the higher frequency will make the voice "crisper." I had to turn it up to hear it better and then it's just loud and somewhat muffled instead of pleasant and crisp :) Though, audio isn't bad compared to many tutorials I've watched.

By William Mauritzen on 1/23/2019

Audio quality is almost bad, but definitely not good. Technical reasoning is weak. A good example is not explaining why render the smoke using RGB lights. Why are they spots and not directional? How does it effect the shader? Artist doesn't seem to understand why he did what he did.

By John on 5/19/2018

A little too advanced for someone who is not a Houdini Artist and Unreal 4 artist, but still valuable if you're an experienced 3D Artist from another package. I enjoyed the attention to efficiency and some introductory explanations of why to lean more on GPU vs CPU.

By Noah Rathbone on 5/16/2018

The instructor does little more than quickly skim over already created projects. Even if you already have a high level of fluency in Houdini, there are much better free courses.

By Jose Lopez on 4/19/2018

Great overview for people who already know Houdini and want to know how to apply it in a game engine! My only feedback would be that it would have been nice to have a section on some other Houdini to UE4 workflows. Things like flow maps for water, vector fields for particles, or similar.

By Marco Kohout on 12/15/2017

very informative and a good Overview of Houdini+Unreal Engine. I really would love if you do more Courses, because you are a good Teacher too :-) Maybe a full Course about how to create different Effects in Houdini and bring them into Unreal, i mean that would be fantastic ^^

By Javier Meroño on 7/1/2017

This is an excellent introduction at the given topic, effects for Unreal, and frankly, I would find a hard time trying to fit in more material in such short length. It´s obvious the author has a great insight of both Unreal and specially Houdini. I also appreciate the general approach explaining why and how to do things as opposed to a step-by-step mindless tutorial.

By Erich Turner on 10/3/2016

Stephen does a marvelous job of giving an overview of the basics of getting from Houdini to Unreal. For an intro and overview course, I learned a great deal of information. The example files he provides gives even more insight into how the effects are created. It is a great course to whet the appetite to start creating content with Houdini and Unreal!

By Glen D on 9/27/2016

Great introduction of Houdini to Unreal and what is available artists. The basics were explained instead of push the button and then do this with that button. A good overview of how an effect is created and then implemented. Thanks, look forward to more tutorials.

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Overall Score : 82 / 100