Ship faster in UE5 with Procedural Tools.
Production-ready Houdini HDAs and UE5 PCG | Blueprint tools—delivered with documentation and team training.
Who We Are
SF Graphics LLC is a procedural-tools outsourcing studio based in Sharjah Media City (SHAMS), UAE.
We help teams working on Unreal Engine projects ship faster by turning repeatable world-building tasks into robust editor tools and Houdini HDAs.
The studio was founded by Serge Filin — a Senior Procedural Technical Artist focused on Houdini and UE5 pipelines, with 7+ years of experience. He has worked on multiple AA and AAA projects, including HAWKED and War Robots: Frontiers.
Find out more about Serge and his work on LinkedIn.
“Sergey demonstrated exceptional expertise in the Houdini–UE5 pipeline, designing robust procedural systems for asset generation and world-building. His work significantly accelerated production workflows while ensuring scalability and iteration flexibility..”
Dmitry Tikhonov — CTO
Sergey quickly mastered complex UE–Houdini pipelines using C++ and Blueprints, building powerful tools for artists and contributing to R&D on Unreal PCG with custom nodes
Aleksandr Kardakov — Game Engineer
“Serge helped build a procedural pipeline that was flexible and, most importantly, actually usable by the team in production. He understands that tools must work in an optimized game and be easy for others to use and understand..”
Andy Duthie — Executive Producer
What We Do
We deliver versatile, production‑proven Procedural Tools for Unreal Engine.
Our tools are tailored to your project and delivered with documentation, team training, and integration support.
We help teams move faster and reduce cost compared to building and maintaining tooling in‑house.
Procedural Tools Adaptation
Adapt proven procedural tools to your project’s needs. Faster and more cost‑effective than building from scratch, while remaining flexible and production‑ready.
New Tools Development
Develop custom procedural tools for your project’s specific requirements. Reduce risk through clear structure, thorough documentation, and team training.
Procedural Pipelines
Design and implement reliable procedural pipelines for UE projects—so tools integrate cleanly, scale with production, and work predictably for the whole team.
Waterfalls tool
Helps level artists place waterfalls of different sizes quickly and consistently across the world. Generates procedural geometry and vertex masks in Houdini, which are used by a custom Unreal master material for flexible, art-directable results.
Cable tool
Advanced procedural cable system with a custom, user-friendly interface, preset support, and an optimized rebake pipeline—providing both flexibility during iteration and stability in production.
Map Generator
One-click Houdini tool that generates a fully procedural, stylized 4 km² 2D map in minutes. Built for HAWKED, the tool follows strict UI/UX guidelines while remaining fully procedural and easily customizable for different biomes, layouts, and visual styles.
Scatter tool
Generates terrain and masks using noises and simulations, then assigns Unreal Engine materials and scatters biomes based on these masks using rule-based, nature-driven logic.
Cliffs Tool
Cliffs generator transforms level-design whiteboxes into production-ready environments. By consistently instancing artist-authored assets in strict accordance with the artistic vision.
Examples of production-ready Procedural Tools
What People Are Saying
-
“Reliable and disciplined—delivers on time, follows specs, and communicates clearly about scope and risks.”
Denis Rovkin, Lead Technical Artist
-
“Tools were stable in production and well integrated into the pipeline—improved speed and supported technical checks and optimization.”
Anastasiya Osichkina, Principal Environment Artist
-
“Builds tools that are accessible and intuitive for designers—highly functional, elegant, and easy to extend.”
Ivan Zabolotnyy, Senior Game & Technical Game Designer
-
“Diligent, intelligent, and highly skillful—deep Houdini procedural expertise and a strong grasp of Unreal Engine.”
George Matsnev, Principal Technical Artist
-
“A rare Houdini specialist—detail-oriented, efficient solutions, smooth communication, and feedback handled methodically.”
Andrei Bushkov, Team Lead
-
“Deep Houdini/Unreal pipeline expertise with clear communication and a practical tooling mindset.”
Adolfo Reverón, TechArtWorlds founder
