Podcast
Personal Blog
Design Community

Aida Packer

Technical Artist

I build procedural tools and environments that make complex worlds easier to create!

This is where I share my projects and document the process, experiments, and occasional struggles behind making them.

Houdini / UE5 / Substance 3D / Maya / MotionBuilder / Zbrush

aida@aidapacker.com

Aida Packer

Technical Artist

I build procedural tools and environments that make complex worlds easier to create!

This is where I share my projects and document the process, experiments, and occasional struggles behind making them.

Houdini / UE5 / Substance 3D / Maya / MotionBuilder / Zbrush

aida@aidapacker.com

Projects

Projects

Python File Renamer

↗

In the Spring of 2026, my team lead at the LIVE Lab asked me to reorganize the entire 3D art assets repository. The repository consisted of thousands of static meshes, thousands of textures, hundreds of HDAs, and an infinite number of Maya/Substance/Zbrush files.

So I got to work and began renaming assets according to our lab's standard naming conventions. But then I realized that this could end up taking up to 50 hours just renaming files and making errors along the way because I'm doing everything by hand. With this in mind, I decided to make a file-renaming tool to organize our repository! That way, I could not only do my task faster, but I could also give the tool to the team to make their lives easier with naming conventions for years to come.

The key features that I wanted were:

  1. The ability to look through a folder and flatten the directory

  2. Checking for proper naming conventions per file type (Ex. "S_" for static meshes (.fbx, .obj))

  3. Counting assets with the same name and adding a "_#" suffix when necessary

  4. The ability to identify texture type by scanning the name of texture files

  5. The ability to redirect all texture files to a "Textures" folder

  6. The ability to copy all HDAs into our separate HDA Library, and rename them based on what project they were for

    • I felt that this was an especially important task because it prevents us from doing work that other lab members had done in the past. Oftentimes, I found myself creating HDAs, and afterwards, my lead told me someone had made that 2 years ago. With this functionality, lab members can see every HDA that we've ever made!

So I got to work! I finished this project in about two weeks, which was significantly less time than it would have taken if I renamed every asset by hand. It was also helpful to my own personal skill development, as I hadn't touched Python since my Freshman year programming classes. This assignment was a great refresher and learning task!

Here is a display of the tool in action:

As you can see, I created my own custom UI as well. This was my first time ever creating a UI for my Python projects, and I created it in Qt Designer. All buttons and the title were created by me in Adobe Illustrator. I included a button where the user can select their desired folder, a dropdown where they can pick the project their asset is for, and a field to insert an asset name.

In addition, I found it useful to break up the buttons by file type instead of just having one button for all of it. That way, for example, the user could only rename Maya files if they wanted to, because the .fbx files had special naming conventions. Or they could only clone their HDAs into the HDA Library.

Here is a visual breakdown of the logic:

This was a super rewarding project at the end of the day! It helps my teammates and any future hires out with file organization. I hope to do a lot more Python projects like this in the future!

Python File Renamer

↗

In the Spring of 2026, my team lead at the LIVE Lab asked me to reorganize the entire 3D art assets repository. The repository consisted of thousands of static meshes, thousands of textures, hundreds of HDAs, and an infinite number of Maya/Substance/Zbrush files.

So I got to work and began renaming assets according to our lab's standard naming conventions. But then I realized that this could end up taking up to 50 hours just renaming files and making errors along the way because I'm doing everything by hand. With this in mind, I decided to make a file-renaming tool to organize our repository! That way, I could not only do my task faster, but I could also give the tool to the team to make their lives easier with naming conventions for years to come.

The key features that I wanted were:

  1. The ability to look through a folder and flatten the directory

  2. Checking for proper naming conventions per file type (Ex. "S_" for static meshes (.fbx, .obj))

  3. Counting assets with the same name and adding a "_#" suffix when necessary

  4. The ability to identify texture type by scanning the name of texture files

  5. The ability to redirect all texture files to a "Textures" folder

  6. The ability to copy all HDAs into our separate HDA Library, and rename them based on what project they were for

    • I felt that this was an especially important task because it prevents us from doing work that other lab members had done in the past. Oftentimes, I found myself creating HDAs, and afterwards, my lead told me someone had made that 2 years ago. With this functionality, lab members can see every HDA that we've ever made!

So I got to work! I finished this project in about two weeks, which was significantly less time than it would have taken if I renamed every asset by hand. It was also helpful to my own personal skill development, as I hadn't touched Python since my Freshman year programming classes. This assignment was a great refresher and learning task!

Here is a display of the tool in action:

As you can see, I created my own custom UI as well. This was my first time ever creating a UI for my Python projects, and I created it in Qt Designer. All buttons and the title were created by me in Adobe Illustrator. I included a button where the user can select their desired folder, a dropdown where they can pick the project their asset is for, and a field to insert an asset name.

In addition, I found it useful to break up the buttons by file type instead of just having one button for all of it. That way, for example, the user could only rename Maya files if they wanted to, because the .fbx files had special naming conventions. Or they could only clone their HDAs into the HDA Library.

Here is a visual breakdown of the logic:

This was a super rewarding project at the end of the day! It helps my teammates and any future hires out with file organization. I hope to do a lot more Python projects like this in the future!

Procedural Building

↗

This procedural building was my first deep dive into procedural generation in Houdini. I had made HDAs, VFX, and simulations before, but had never dug deep into making a complex HDA. So I decided to do just that in a couple of months!

I made this project for both my Game Development and Creating Digital Environments classes. I decided to follow Anastasia Opara's Lakeside Houses tutorial series. It was a wonderful series and taught me so much about creating systems that work together. It was great for a medium-length project!

Here is a logic breakdown:

And here are a bunch of the seeds generated by the HDA!:

One of the biggest obstacles I ran into was with the roofing. Getting all of the different roof directions to mesh together was super complicated! What I ended up doing was booleaning any roof sections that intersected each other so that there wasn't any overlapping geometry!

All of the modules (except for the plants and the stairs from the Substance 3D assets library) were made by me for this project. To be honest, I had a little bit of scope creep going on for this project because I was so convinced that I wanted to be an environment artist as well at the time. So about two weeks of time was wasted creating and surfacing modules that never ended up being in the final product.

But all of it was so rewarding and taught me a lot! I'm so excited for my next procedural generation project where I get even more complex with my systems and hopefully not die from scope creep again.

Finally, here are some bonus renders:


Procedural Building

↗

This procedural building was my first deep dive into procedural generation in Houdini. I had made HDAs, VFX, and simulations before, but had never dug deep into making a complex HDA. So I decided to do just that in a couple of months!

I made this project for both my Game Development and Creating Digital Environments classes. I decided to follow Anastasia Opara's Lakeside Houses tutorial series. It was a wonderful series and taught me so much about creating systems that work together. It was great for a medium-length project!

Here is a logic breakdown:

And here are a bunch of the seeds generated by the HDA!:

One of the biggest obstacles I ran into was with the roofing. Getting all of the different roof directions to mesh together was super complicated! What I ended up doing was booleaning any roof sections that intersected each other so that there wasn't any overlapping geometry!

All of the modules (except for the plants and the stairs from the Substance 3D assets library) were made by me for this project. To be honest, I had a little bit of scope creep going on for this project because I was so convinced that I wanted to be an environment artist as well at the time. So about two weeks of time was wasted creating and surfacing modules that never ended up being in the final product.

But all of it was so rewarding and taught me a lot! I'm so excited for my next procedural generation project where I get even more complex with my systems and hopefully not die from scope creep again.

Finally, here are some bonus renders:


Dev Logs

Dev Logs

Experience

Experience

3D Team Lead & Technical Artist

As 3D Team Lead, I oversee pipeline management, project estimates, organization, and task allocation for the team. As a technical artist, I work across digital twinning, animation retargeting, master material development, pipeline tool development, HDA development, optimization, and programming. I build systems and tools that streamline production while helping the team create efficient, high-quality assets.

LIVE Lab

07 / 2025 - Present

Industry Relations Officer

At Chillennium Game Jam (an annual 300+ person, 48-hour game jam), I'm responsible for recruiting industry mentors and judges and determining how the games will be judged. I also organize industry talks throughout the year before the jam. In addition, I lead a co-officer and committee in the industry-related sectors of the event.

Chillennium Game Jam

05 / 2026 - Present

Design Chief

As Design Chief, I managed 15+ designers and cooperated with 10+ other team leads each semester in the creation of a bi-annual student magazine. I held workshops to teach designers how to use Photoshop, Illustrator, and InDesign. I also held multiple socials, feedback sessions, and meetings throughout each semester to keep the team in good spirits and on track.

A-LINE Magazine

05 / 2024 - 05 / 2026

Project Manager

As Project Manager for the Europe Innovation Study Abroad program, I managed 20+ animation, business, and marketing students in the creation of a marketing strategy for the University of Dubrovnik. I was responsible for communication between students and faculty, project management, and presenting final materials to the board.

Europe Innovation Study Abroad

05 / 2025 - 07 / 2025

Contact

Available for freelance projects, work opportunities, and collaboration! If you would like to talk about anything, email me at aida@aidapackercom.

Contact

Available for freelance projects, work opportunities, and collaboration! If you would like to talk about anything, email me at aida@aidapackercom.

Contact

Available for freelance projects, work opportunities, and collaboration! If you would like to talk about anything, email me at aida@aidapackercom.

Create a free website with Framer, the website builder loved by startups, designers and agencies.