Ship faster in UE5 with Procedural Tools.

Production-ready Houdini HDAs, UE5 PCG and Blueprint toolsโ€”delivered with documentation and team training.

About SF Graphics

SF Graphics LLC is the company behind Serge Filin โ€” a Senior Procedural Technical Artist specialising in Houdini and UE5 pipelines, with 7+ years of experience.

Registered in Sharjah Media City (SHAMS), UAE, the company handles contracts, invoicing and compliance โ€” so studios anywhere can bring in a senior specialist directly, on a clean B2B basis.

You work with one senior specialist from the first call to the final handover โ€” no account managers, no juniors, nothing lost between people. Serge has worked on multiple AA and AAA projects, including HAWKED and War Robots: Frontiers.

Find out more about Serge and his work on LinkedIn.

โ€œSergey demonstrated exceptional expertise in the Houdiniโ€“UE5 pipeline, designing robust procedural systems for asset generation and world-building. His work significantly accelerated production workflows while ensuring scalability and iteration flexibility.โ€

Dmitry Tikhonov โ€” CTO

โ€œSergey quickly mastered complex UEโ€“Houdini pipelines using C++ and Blueprints, building powerful tools for artists and contributing to R&D on Unreal PCG with custom nodes.โ€

Aleksandr Kardakov โ€” Game Engineer

โ€œSerge 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.โ€

Andy Duthie โ€” Executive Producer

Services

Versatile, production-proven procedural tools for Unreal Engine.

Tools are tailored to your project and delivered with documentation, team training, and integration support.

A faster and more cost-effective route than building and maintaining tooling in-house.

Procedural Tools Adaptation

Adapt proven procedural tools to your projectโ€™s needs. Faster and more costโ€‘effective than building from scratch, while remaining flexible and productionโ€‘ready.

New Tools Development

Develop custom procedural tools for your projectโ€™s specific requirements. Reduce risk through clear structure, thorough documentation, and team training.

Procedural Pipelines

Design and implement reliable procedural pipelines for UE projectsโ€”so tools integrate cleanly, scale with production, and work predictably for the whole team.

Examples of production-ready Procedural Tools

Portfolio: UE5 procedural waterfall generator preview (Houdini HDA)

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.

Portfolio: UE5 procedural cable tool preview with routed cables

Cable tool

Advanced procedural cable system with a custom, user-friendly interface, preset support, and an optimized rebake pipelineโ€”providing both flexibility during iteration and stability in production.

Portfolio: procedural 2D map generator output (Houdini tool)

Map Generator

One-click Houdini tool that generates a fully procedural, stylized 4 kmยฒ 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.

Portfolio: UE5 desert biome scatter tool output with masks and placement

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. 

Portfolio: UE5 procedural cliffs generator preview using authored assets

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.

What People Are Saying

  • โ€œReliable and disciplinedโ€”delivers on time, follows specs, and communicates clearly about scope and risks.โ€

    Denis Rovkin, Lead Technical Artist

  • โ€œTools were stable in production and well integrated into the pipelineโ€”improved speed and supported technical checks and optimization.โ€

    Anastasiya Osichkina, Principal Environment Artist

  • โ€œBuilds tools that are accessible and intuitive for designersโ€”highly functional, elegant, and easy to extend.โ€

    Ivan Zabolotnyy, Senior Game & Technical Game Designer

  • โ€œDiligent, intelligent, and highly skillfulโ€”deep Houdini procedural expertise and a strong grasp of Unreal Engine.โ€

    George Matsnev, Principal Technical Artist

  • โ€œA rare Houdini specialistโ€”detail-oriented, efficient solutions, smooth communication, and feedback handled methodically.โ€

    Andrei Bushkov, Team Lead

  • โ€œDeep Houdini/Unreal pipeline expertise with clear communication and a practical tooling mindset.โ€

    Adolfo Reverรณn, TechArtWorlds founder