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Optimizing a game for multi-platform comes with various challenges. In this talk we will cover how procedural pipelines where build for LEGO Horizon Adventures. Simon Verstraete is a tech Artist that loves building procedural tools and assets. By adding more and more procedural approaches to his workflow, he is able to build 3D models with speed and flexibility. Previously worked at Exiin and with SideFX, and now at Studio Gobo as senior tech artist. 00:00:07 Introduction to EPC and procedural workflows 00:05:26 Refining pipeline for Lego-like environments 00:10:16 Adding and managing extra geometry 00:14:58 Geometry regeneration and UV accuracy 00:19:38 Artist-level polycount optimization 00:24:27 Experimenting with Lego font as geometry 00:29:22 Nanite compatibility with solid meshes 00:34:25 Handling animations and skeletal meshes 00:39:56 Accepting unexpected results in workflow 00:45:04 Manual support for thousands of unique bricks See more talks from EPC 2025: • EPC 2025 HIVE More educational presentations from Simon Verstraete: / @houdini3d