Architecting procedural puzzles in Houdini, utilizing VEX and RBD to handle scattering and reconstruction.
PROCESS
Piece Generation
Used a variation on differential line growth in order to grow the interlocking pieces, with random variables for their directions, size and location.
Constraint Setup
In order to fit these pieces into their proper locations, I used a combination of soft and hard constraints to guide the object into their place. Each piece had a center connection and 4 corner connections that were coded to shrink over time and increase in strength using Vex
OTHER PUZZLES
30 Seconds to Mars
Transformed static images into puzzle piece animations as part of a larger project for Live Nation