For this project I used Houdini to create a procedural walking golem that can move around on a terrain. The golem has a building on top of it that can be fully customized and infinitely expanded by the user.
Demo Video 1
SampleRender.mp4
Demo Video 2
WalkingRender.mp4
The design and the concept is based on the Walking Mausoleum from Elden Ring, A walking entity that roams around the world and will turn into a permanent landmark when defeated.
The user is able to control various aspects of the golem as shown below:
All the features, including the 3D assets, are fully created using Houdini.
Screenshot of node network:
The building on the golem is created by stacking multiple floors on top of eachother. each level has a basic polygon cylinder as its base shape, and then the following components are added on top:
-
Borders & Decoration Placed at the top edge and bottom edge of the level, with optional decoration shapes on top.

-
Pillars & Decoration Placed on the side edges of the level, the decoration on top includeds a extremly simplified squab mesh.

-
Procedurally placed assets Sampled from a preset of 3 different decoration models, all also modeled in houdini.

-
Support sturctures Curved beams that connect to the floor below, only generated if the size difference is appropreate.

-
Stacking At the end, all floors are stacked on top of eachother.

-
Golem Body A simple base for the golems body, fractured into smaller rocks using a voronoi pattern.

-
Bell procedurally modeled Bell under the golems body, it is also animated based on a simple string simulation.

-
Trees Placed at the side of the golem's body, based on a user defined count, created with L-Systems.

-
Golem Leg Created with the same voronoi pattern like the main body, leg count is based on user input.

-
Skulls Human skulls are scattered at the base on the golem's legs for decoration based on the in-game design.

-
Skeleton The legs are then rigged procedurally and deformed based on a procedurally generated skeleton.

-
IK Movement The skeleton can then move around a defined path on other geometry using Inverse Kinematics;

The golem will them match the pose of the skeleton and walk on the terrain.

Created the basic shape of the structure. Added a fully functioning building generation tool with border, pillars, simple assets and support. there are toggles for border and pillar decorations and it also supports different sided polygons for every floor.
A very basic building tool based on Simon's tutorial (https://www.youtube.com/watch?v=uIe97023sDk&t=979s&ab_channel=SimonHoudini)
This was a really fun project! If given more time, here are the main details that I would still want to improve on:
- Improve visuals on rocks to look more realistic
- physics on plants: have them shake when golem steps
- optimization (current implementation runs slow!)
Contact over discord is prefered for any questions!
id: @nebulirion








