
One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

One triangle. That’s all it took to design the entire Harkonnen Arena in Houdini.
This establishing shot from Dune: Part Two is one of my favorite shots in the whole trilogy (so far!) and recreating it in Houdini ended up being the perfect example of why procedural approaches change everything.
With procedural workflows in Houdini, you’re not modeling the arena yourself - you’re designing a network that models it for you 🤯
The entire arena system was based on one input curve controlling the shape of the arena, and that single shape drove the walls, the stands, and the surrounding architecture automatically. This means a change to the input curve automatically updates everything else.
This idea is the single most powerful thing to understand when learning Houdini.
And once that clicks? Houdini stops feeling like the hardest 3D software on the planet and starts feeling like the most powerful one.
If you want to unlock the power of Houdini and learn it faster than most artists who’ve been using it for years - comment HOUDINI below and I’ll send you my beginner course completely free. 👇
#dune #vfx #houdini #houdinifx #3d

In honor of the teaser trailer for Dune: Part Three releasing this week I decided it was time to finish recreating one of my favorite shots from Dune: Part Two.
This establishing shot of the Harkonnen Arena is one of my favorite shots in the whole trilogy (so far) and it was lot of fun to rebuild in Houdini. Also because it’s all in Houdini, I decided to extend on the arena setup a bit and allow multiple stadium silhouettes, this let me change the input shape for the network that created the stadium and everything else after that was done procedurally! I’m a huge fan of the Hexagon shaped arena but think the triangle used for the original film itself was the best overall.
And no arena would be complete without a champion fighting, so I had to add Crag and get him in a few of the renders!
This whole project was created 100% in @sidefxhoudini Houdini, and rendered in Karma + Solaris. Some light color grading (mostly desaturating) was done in COPS and some lens distortion added through a Karma Lens Material.
Let me know which stadium you like best! Also feel free to DM me for the project files, I’ll be releasing these on my YouTube once I get a breakdown completed

In honor of the teaser trailer for Dune: Part Three releasing this week I decided it was time to finish recreating one of my favorite shots from Dune: Part Two.
This establishing shot of the Harkonnen Arena is one of my favorite shots in the whole trilogy (so far) and it was lot of fun to rebuild in Houdini. Also because it’s all in Houdini, I decided to extend on the arena setup a bit and allow multiple stadium silhouettes, this let me change the input shape for the network that created the stadium and everything else after that was done procedurally! I’m a huge fan of the Hexagon shaped arena but think the triangle used for the original film itself was the best overall.
And no arena would be complete without a champion fighting, so I had to add Crag and get him in a few of the renders!
This whole project was created 100% in @sidefxhoudini Houdini, and rendered in Karma + Solaris. Some light color grading (mostly desaturating) was done in COPS and some lens distortion added through a Karma Lens Material.
Let me know which stadium you like best! Also feel free to DM me for the project files, I’ll be releasing these on my YouTube once I get a breakdown completed

In honor of the teaser trailer for Dune: Part Three releasing this week I decided it was time to finish recreating one of my favorite shots from Dune: Part Two.
This establishing shot of the Harkonnen Arena is one of my favorite shots in the whole trilogy (so far) and it was lot of fun to rebuild in Houdini. Also because it’s all in Houdini, I decided to extend on the arena setup a bit and allow multiple stadium silhouettes, this let me change the input shape for the network that created the stadium and everything else after that was done procedurally! I’m a huge fan of the Hexagon shaped arena but think the triangle used for the original film itself was the best overall.
And no arena would be complete without a champion fighting, so I had to add Crag and get him in a few of the renders!
This whole project was created 100% in @sidefxhoudini Houdini, and rendered in Karma + Solaris. Some light color grading (mostly desaturating) was done in COPS and some lens distortion added through a Karma Lens Material.
Let me know which stadium you like best! Also feel free to DM me for the project files, I’ll be releasing these on my YouTube once I get a breakdown completed

In honor of the teaser trailer for Dune: Part Three releasing this week I decided it was time to finish recreating one of my favorite shots from Dune: Part Two.
This establishing shot of the Harkonnen Arena is one of my favorite shots in the whole trilogy (so far) and it was lot of fun to rebuild in Houdini. Also because it’s all in Houdini, I decided to extend on the arena setup a bit and allow multiple stadium silhouettes, this let me change the input shape for the network that created the stadium and everything else after that was done procedurally! I’m a huge fan of the Hexagon shaped arena but think the triangle used for the original film itself was the best overall.
And no arena would be complete without a champion fighting, so I had to add Crag and get him in a few of the renders!
This whole project was created 100% in @sidefxhoudini Houdini, and rendered in Karma + Solaris. Some light color grading (mostly desaturating) was done in COPS and some lens distortion added through a Karma Lens Material.
Let me know which stadium you like best! Also feel free to DM me for the project files, I’ll be releasing these on my YouTube once I get a breakdown completed

In honor of the teaser trailer for Dune: Part Three releasing this week I decided it was time to finish recreating one of my favorite shots from Dune: Part Two.
This establishing shot of the Harkonnen Arena is one of my favorite shots in the whole trilogy (so far) and it was lot of fun to rebuild in Houdini. Also because it’s all in Houdini, I decided to extend on the arena setup a bit and allow multiple stadium silhouettes, this let me change the input shape for the network that created the stadium and everything else after that was done procedurally! I’m a huge fan of the Hexagon shaped arena but think the triangle used for the original film itself was the best overall.
And no arena would be complete without a champion fighting, so I had to add Crag and get him in a few of the renders!
This whole project was created 100% in @sidefxhoudini Houdini, and rendered in Karma + Solaris. Some light color grading (mostly desaturating) was done in COPS and some lens distortion added through a Karma Lens Material.
Let me know which stadium you like best! Also feel free to DM me for the project files, I’ll be releasing these on my YouTube once I get a breakdown completed

In honor of the teaser trailer for Dune: Part Three releasing this week I decided it was time to finish recreating one of my favorite shots from Dune: Part Two.
This establishing shot of the Harkonnen Arena is one of my favorite shots in the whole trilogy (so far) and it was lot of fun to rebuild in Houdini. Also because it’s all in Houdini, I decided to extend on the arena setup a bit and allow multiple stadium silhouettes, this let me change the input shape for the network that created the stadium and everything else after that was done procedurally! I’m a huge fan of the Hexagon shaped arena but think the triangle used for the original film itself was the best overall.
And no arena would be complete without a champion fighting, so I had to add Crag and get him in a few of the renders!
This whole project was created 100% in @sidefxhoudini Houdini, and rendered in Karma + Solaris. Some light color grading (mostly desaturating) was done in COPS and some lens distortion added through a Karma Lens Material.
Let me know which stadium you like best! Also feel free to DM me for the project files, I’ll be releasing these on my YouTube once I get a breakdown completed

In honor of the teaser trailer for Dune: Part Three releasing this week I decided it was time to finish recreating one of my favorite shots from Dune: Part Two.
This establishing shot of the Harkonnen Arena is one of my favorite shots in the whole trilogy (so far) and it was lot of fun to rebuild in Houdini. Also because it’s all in Houdini, I decided to extend on the arena setup a bit and allow multiple stadium silhouettes, this let me change the input shape for the network that created the stadium and everything else after that was done procedurally! I’m a huge fan of the Hexagon shaped arena but think the triangle used for the original film itself was the best overall.
And no arena would be complete without a champion fighting, so I had to add Crag and get him in a few of the renders!
This whole project was created 100% in @sidefxhoudini Houdini, and rendered in Karma + Solaris. Some light color grading (mostly desaturating) was done in COPS and some lens distortion added through a Karma Lens Material.
Let me know which stadium you like best! Also feel free to DM me for the project files, I’ll be releasing these on my YouTube once I get a breakdown completed

In honor of the teaser trailer for Dune: Part Three releasing this week I decided it was time to finish recreating one of my favorite shots from Dune: Part Two.
This establishing shot of the Harkonnen Arena is one of my favorite shots in the whole trilogy (so far) and it was lot of fun to rebuild in Houdini. Also because it’s all in Houdini, I decided to extend on the arena setup a bit and allow multiple stadium silhouettes, this let me change the input shape for the network that created the stadium and everything else after that was done procedurally! I’m a huge fan of the Hexagon shaped arena but think the triangle used for the original film itself was the best overall.
And no arena would be complete without a champion fighting, so I had to add Crag and get him in a few of the renders!
This whole project was created 100% in @sidefxhoudini Houdini, and rendered in Karma + Solaris. Some light color grading (mostly desaturating) was done in COPS and some lens distortion added through a Karma Lens Material.
Let me know which stadium you like best! Also feel free to DM me for the project files, I’ll be releasing these on my YouTube once I get a breakdown completed

In honor of the teaser trailer for Dune: Part Three releasing this week I decided it was time to finish recreating one of my favorite shots from Dune: Part Two.
This establishing shot of the Harkonnen Arena is one of my favorite shots in the whole trilogy (so far) and it was lot of fun to rebuild in Houdini. Also because it’s all in Houdini, I decided to extend on the arena setup a bit and allow multiple stadium silhouettes, this let me change the input shape for the network that created the stadium and everything else after that was done procedurally! I’m a huge fan of the Hexagon shaped arena but think the triangle used for the original film itself was the best overall.
And no arena would be complete without a champion fighting, so I had to add Crag and get him in a few of the renders!
This whole project was created 100% in @sidefxhoudini Houdini, and rendered in Karma + Solaris. Some light color grading (mostly desaturating) was done in COPS and some lens distortion added through a Karma Lens Material.
Let me know which stadium you like best! Also feel free to DM me for the project files, I’ll be releasing these on my YouTube once I get a breakdown completed
Most recent work for @tombrady promoting his 20th season in the @NFL
•
Director: @ari_fararooy
CGI: @will.hendrickson 🙋🏼♂️ •
Created using C4D and After Effects
Rendered with Redshift
All works copyright © 2020 William Hendrickson

Most 3D artists describe their next project like this:
"I want to make a cinematic."
That's a wish, not a full idea.
A project that actually gets finished needs 6 things defined before you open the software:
01 - The Format
02 - The Mood & Feel
03 - The Scope Boundary
04 - The 3D Production Range
05 - The Skill Boundary
06 - The Creative Hook
Without all of these, your project will lack the clarity and direction it needs.
Successfully plan all 6, and you're well on your way to creating a great project!
Swipe through for the full breakdown.
Defining your project idea (this post), is step 1 of 10 within the Pre-Production phase.
Comment "studio" below and I'll send you the full lesson, worksheet, and the next steps to start turning pixels into profit.

Most 3D artists describe their next project like this:
"I want to make a cinematic."
That's a wish, not a full idea.
A project that actually gets finished needs 6 things defined before you open the software:
01 - The Format
02 - The Mood & Feel
03 - The Scope Boundary
04 - The 3D Production Range
05 - The Skill Boundary
06 - The Creative Hook
Without all of these, your project will lack the clarity and direction it needs.
Successfully plan all 6, and you're well on your way to creating a great project!
Swipe through for the full breakdown.
Defining your project idea (this post), is step 1 of 10 within the Pre-Production phase.
Comment "studio" below and I'll send you the full lesson, worksheet, and the next steps to start turning pixels into profit.

Most 3D artists describe their next project like this:
"I want to make a cinematic."
That's a wish, not a full idea.
A project that actually gets finished needs 6 things defined before you open the software:
01 - The Format
02 - The Mood & Feel
03 - The Scope Boundary
04 - The 3D Production Range
05 - The Skill Boundary
06 - The Creative Hook
Without all of these, your project will lack the clarity and direction it needs.
Successfully plan all 6, and you're well on your way to creating a great project!
Swipe through for the full breakdown.
Defining your project idea (this post), is step 1 of 10 within the Pre-Production phase.
Comment "studio" below and I'll send you the full lesson, worksheet, and the next steps to start turning pixels into profit.

Most 3D artists describe their next project like this:
"I want to make a cinematic."
That's a wish, not a full idea.
A project that actually gets finished needs 6 things defined before you open the software:
01 - The Format
02 - The Mood & Feel
03 - The Scope Boundary
04 - The 3D Production Range
05 - The Skill Boundary
06 - The Creative Hook
Without all of these, your project will lack the clarity and direction it needs.
Successfully plan all 6, and you're well on your way to creating a great project!
Swipe through for the full breakdown.
Defining your project idea (this post), is step 1 of 10 within the Pre-Production phase.
Comment "studio" below and I'll send you the full lesson, worksheet, and the next steps to start turning pixels into profit.

Most 3D artists describe their next project like this:
"I want to make a cinematic."
That's a wish, not a full idea.
A project that actually gets finished needs 6 things defined before you open the software:
01 - The Format
02 - The Mood & Feel
03 - The Scope Boundary
04 - The 3D Production Range
05 - The Skill Boundary
06 - The Creative Hook
Without all of these, your project will lack the clarity and direction it needs.
Successfully plan all 6, and you're well on your way to creating a great project!
Swipe through for the full breakdown.
Defining your project idea (this post), is step 1 of 10 within the Pre-Production phase.
Comment "studio" below and I'll send you the full lesson, worksheet, and the next steps to start turning pixels into profit.

Most 3D artists describe their next project like this:
"I want to make a cinematic."
That's a wish, not a full idea.
A project that actually gets finished needs 6 things defined before you open the software:
01 - The Format
02 - The Mood & Feel
03 - The Scope Boundary
04 - The 3D Production Range
05 - The Skill Boundary
06 - The Creative Hook
Without all of these, your project will lack the clarity and direction it needs.
Successfully plan all 6, and you're well on your way to creating a great project!
Swipe through for the full breakdown.
Defining your project idea (this post), is step 1 of 10 within the Pre-Production phase.
Comment "studio" below and I'll send you the full lesson, worksheet, and the next steps to start turning pixels into profit.

Most 3D artists describe their next project like this:
"I want to make a cinematic."
That's a wish, not a full idea.
A project that actually gets finished needs 6 things defined before you open the software:
01 - The Format
02 - The Mood & Feel
03 - The Scope Boundary
04 - The 3D Production Range
05 - The Skill Boundary
06 - The Creative Hook
Without all of these, your project will lack the clarity and direction it needs.
Successfully plan all 6, and you're well on your way to creating a great project!
Swipe through for the full breakdown.
Defining your project idea (this post), is step 1 of 10 within the Pre-Production phase.
Comment "studio" below and I'll send you the full lesson, worksheet, and the next steps to start turning pixels into profit.

Most 3D artists describe their next project like this:
"I want to make a cinematic."
That's a wish, not a full idea.
A project that actually gets finished needs 6 things defined before you open the software:
01 - The Format
02 - The Mood & Feel
03 - The Scope Boundary
04 - The 3D Production Range
05 - The Skill Boundary
06 - The Creative Hook
Without all of these, your project will lack the clarity and direction it needs.
Successfully plan all 6, and you're well on your way to creating a great project!
Swipe through for the full breakdown.
Defining your project idea (this post), is step 1 of 10 within the Pre-Production phase.
Comment "studio" below and I'll send you the full lesson, worksheet, and the next steps to start turning pixels into profit.

Most 3D artists describe their next project like this:
"I want to make a cinematic."
That's a wish, not a full idea.
A project that actually gets finished needs 6 things defined before you open the software:
01 - The Format
02 - The Mood & Feel
03 - The Scope Boundary
04 - The 3D Production Range
05 - The Skill Boundary
06 - The Creative Hook
Without all of these, your project will lack the clarity and direction it needs.
Successfully plan all 6, and you're well on your way to creating a great project!
Swipe through for the full breakdown.
Defining your project idea (this post), is step 1 of 10 within the Pre-Production phase.
Comment "studio" below and I'll send you the full lesson, worksheet, and the next steps to start turning pixels into profit.

Most 3D artists describe their next project like this:
"I want to make a cinematic."
That's a wish, not a full idea.
A project that actually gets finished needs 6 things defined before you open the software:
01 - The Format
02 - The Mood & Feel
03 - The Scope Boundary
04 - The 3D Production Range
05 - The Skill Boundary
06 - The Creative Hook
Without all of these, your project will lack the clarity and direction it needs.
Successfully plan all 6, and you're well on your way to creating a great project!
Swipe through for the full breakdown.
Defining your project idea (this post), is step 1 of 10 within the Pre-Production phase.
Comment "studio" below and I'll send you the full lesson, worksheet, and the next steps to start turning pixels into profit.

Houdini has a reputation for being hard to learn (likely the hardest 3D program to get started with).
But it doesn't have to be, and it doesn't have to be hard to use.
The truth is that most artists are learning it backwards.
They spend weeks trying to memorize nodes - what every parameter does, what every button means - before they've even understood the most fundamental parts of Houdini.
The real secret?
Houdini isn't about nodes.
It's about data.
Once you understand what data is flowing through your network, you don't need to memorize anything.
You just pick the node that does what you need.
That single shift - from thinking in terms of nodes to thinking in terms of data - is the SINGLE biggest thing that changed how fast I learned and made progress in Houdini.
That shift was so helpful that I spent 15 months building a full beginner course around it.
If you want to learn Houdini the better way, then comment "houdini" and I'll send you my full beginner course for free.
Cheers,
Will

Houdini has a reputation for being hard to learn (likely the hardest 3D program to get started with).
But it doesn't have to be, and it doesn't have to be hard to use.
The truth is that most artists are learning it backwards.
They spend weeks trying to memorize nodes - what every parameter does, what every button means - before they've even understood the most fundamental parts of Houdini.
The real secret?
Houdini isn't about nodes.
It's about data.
Once you understand what data is flowing through your network, you don't need to memorize anything.
You just pick the node that does what you need.
That single shift - from thinking in terms of nodes to thinking in terms of data - is the SINGLE biggest thing that changed how fast I learned and made progress in Houdini.
That shift was so helpful that I spent 15 months building a full beginner course around it.
If you want to learn Houdini the better way, then comment "houdini" and I'll send you my full beginner course for free.
Cheers,
Will

Houdini has a reputation for being hard to learn (likely the hardest 3D program to get started with).
But it doesn't have to be, and it doesn't have to be hard to use.
The truth is that most artists are learning it backwards.
They spend weeks trying to memorize nodes - what every parameter does, what every button means - before they've even understood the most fundamental parts of Houdini.
The real secret?
Houdini isn't about nodes.
It's about data.
Once you understand what data is flowing through your network, you don't need to memorize anything.
You just pick the node that does what you need.
That single shift - from thinking in terms of nodes to thinking in terms of data - is the SINGLE biggest thing that changed how fast I learned and made progress in Houdini.
That shift was so helpful that I spent 15 months building a full beginner course around it.
If you want to learn Houdini the better way, then comment "houdini" and I'll send you my full beginner course for free.
Cheers,
Will

Houdini has a reputation for being hard to learn (likely the hardest 3D program to get started with).
But it doesn't have to be, and it doesn't have to be hard to use.
The truth is that most artists are learning it backwards.
They spend weeks trying to memorize nodes - what every parameter does, what every button means - before they've even understood the most fundamental parts of Houdini.
The real secret?
Houdini isn't about nodes.
It's about data.
Once you understand what data is flowing through your network, you don't need to memorize anything.
You just pick the node that does what you need.
That single shift - from thinking in terms of nodes to thinking in terms of data - is the SINGLE biggest thing that changed how fast I learned and made progress in Houdini.
That shift was so helpful that I spent 15 months building a full beginner course around it.
If you want to learn Houdini the better way, then comment "houdini" and I'll send you my full beginner course for free.
Cheers,
Will

Houdini has a reputation for being hard to learn (likely the hardest 3D program to get started with).
But it doesn't have to be, and it doesn't have to be hard to use.
The truth is that most artists are learning it backwards.
They spend weeks trying to memorize nodes - what every parameter does, what every button means - before they've even understood the most fundamental parts of Houdini.
The real secret?
Houdini isn't about nodes.
It's about data.
Once you understand what data is flowing through your network, you don't need to memorize anything.
You just pick the node that does what you need.
That single shift - from thinking in terms of nodes to thinking in terms of data - is the SINGLE biggest thing that changed how fast I learned and made progress in Houdini.
That shift was so helpful that I spent 15 months building a full beginner course around it.
If you want to learn Houdini the better way, then comment "houdini" and I'll send you my full beginner course for free.
Cheers,
Will

Houdini has a reputation for being hard to learn (likely the hardest 3D program to get started with).
But it doesn't have to be, and it doesn't have to be hard to use.
The truth is that most artists are learning it backwards.
They spend weeks trying to memorize nodes - what every parameter does, what every button means - before they've even understood the most fundamental parts of Houdini.
The real secret?
Houdini isn't about nodes.
It's about data.
Once you understand what data is flowing through your network, you don't need to memorize anything.
You just pick the node that does what you need.
That single shift - from thinking in terms of nodes to thinking in terms of data - is the SINGLE biggest thing that changed how fast I learned and made progress in Houdini.
That shift was so helpful that I spent 15 months building a full beginner course around it.
If you want to learn Houdini the better way, then comment "houdini" and I'll send you my full beginner course for free.
Cheers,
Will

Houdini has a reputation for being hard to learn (likely the hardest 3D program to get started with).
But it doesn't have to be, and it doesn't have to be hard to use.
The truth is that most artists are learning it backwards.
They spend weeks trying to memorize nodes - what every parameter does, what every button means - before they've even understood the most fundamental parts of Houdini.
The real secret?
Houdini isn't about nodes.
It's about data.
Once you understand what data is flowing through your network, you don't need to memorize anything.
You just pick the node that does what you need.
That single shift - from thinking in terms of nodes to thinking in terms of data - is the SINGLE biggest thing that changed how fast I learned and made progress in Houdini.
That shift was so helpful that I spent 15 months building a full beginner course around it.
If you want to learn Houdini the better way, then comment "houdini" and I'll send you my full beginner course for free.
Cheers,
Will

I’m trying to make 3D easier.
Not just easier to learn.
But also
Easier to plan.
Easier to hire for.
Easier to manage.
Easier to create.
Easier to finish.
Over the next few weeks, I’ll be building and sharing more info around The Studio Flow™, The Studio Method™, and The Studio Squad™.
The goal is simple:
Help artists create better 3D work, help studios hire better 3D talent, and help teams complete more ambitious 3D projects with less chaos.
If you’re a 3D artist, studio, agency, or creative team trying to make better 3D work…
Follow along.

I’m trying to make 3D easier.
Not just easier to learn.
But also
Easier to plan.
Easier to hire for.
Easier to manage.
Easier to create.
Easier to finish.
Over the next few weeks, I’ll be building and sharing more info around The Studio Flow™, The Studio Method™, and The Studio Squad™.
The goal is simple:
Help artists create better 3D work, help studios hire better 3D talent, and help teams complete more ambitious 3D projects with less chaos.
If you’re a 3D artist, studio, agency, or creative team trying to make better 3D work…
Follow along.

I’m trying to make 3D easier.
Not just easier to learn.
But also
Easier to plan.
Easier to hire for.
Easier to manage.
Easier to create.
Easier to finish.
Over the next few weeks, I’ll be building and sharing more info around The Studio Flow™, The Studio Method™, and The Studio Squad™.
The goal is simple:
Help artists create better 3D work, help studios hire better 3D talent, and help teams complete more ambitious 3D projects with less chaos.
If you’re a 3D artist, studio, agency, or creative team trying to make better 3D work…
Follow along.

I’m trying to make 3D easier.
Not just easier to learn.
But also
Easier to plan.
Easier to hire for.
Easier to manage.
Easier to create.
Easier to finish.
Over the next few weeks, I’ll be building and sharing more info around The Studio Flow™, The Studio Method™, and The Studio Squad™.
The goal is simple:
Help artists create better 3D work, help studios hire better 3D talent, and help teams complete more ambitious 3D projects with less chaos.
If you’re a 3D artist, studio, agency, or creative team trying to make better 3D work…
Follow along.

I’m trying to make 3D easier.
Not just easier to learn.
But also
Easier to plan.
Easier to hire for.
Easier to manage.
Easier to create.
Easier to finish.
Over the next few weeks, I’ll be building and sharing more info around The Studio Flow™, The Studio Method™, and The Studio Squad™.
The goal is simple:
Help artists create better 3D work, help studios hire better 3D talent, and help teams complete more ambitious 3D projects with less chaos.
If you’re a 3D artist, studio, agency, or creative team trying to make better 3D work…
Follow along.

I’m trying to make 3D easier.
Not just easier to learn.
But also
Easier to plan.
Easier to hire for.
Easier to manage.
Easier to create.
Easier to finish.
Over the next few weeks, I’ll be building and sharing more info around The Studio Flow™, The Studio Method™, and The Studio Squad™.
The goal is simple:
Help artists create better 3D work, help studios hire better 3D talent, and help teams complete more ambitious 3D projects with less chaos.
If you’re a 3D artist, studio, agency, or creative team trying to make better 3D work…
Follow along.

I’m trying to make 3D easier.
Not just easier to learn.
But also
Easier to plan.
Easier to hire for.
Easier to manage.
Easier to create.
Easier to finish.
Over the next few weeks, I’ll be building and sharing more info around The Studio Flow™, The Studio Method™, and The Studio Squad™.
The goal is simple:
Help artists create better 3D work, help studios hire better 3D talent, and help teams complete more ambitious 3D projects with less chaos.
If you’re a 3D artist, studio, agency, or creative team trying to make better 3D work…
Follow along.

I’m trying to make 3D easier.
Not just easier to learn.
But also
Easier to plan.
Easier to hire for.
Easier to manage.
Easier to create.
Easier to finish.
Over the next few weeks, I’ll be building and sharing more info around The Studio Flow™, The Studio Method™, and The Studio Squad™.
The goal is simple:
Help artists create better 3D work, help studios hire better 3D talent, and help teams complete more ambitious 3D projects with less chaos.
If you’re a 3D artist, studio, agency, or creative team trying to make better 3D work…
Follow along.

I’m trying to make 3D easier.
Not just easier to learn.
But also
Easier to plan.
Easier to hire for.
Easier to manage.
Easier to create.
Easier to finish.
Over the next few weeks, I’ll be building and sharing more info around The Studio Flow™, The Studio Method™, and The Studio Squad™.
The goal is simple:
Help artists create better 3D work, help studios hire better 3D talent, and help teams complete more ambitious 3D projects with less chaos.
If you’re a 3D artist, studio, agency, or creative team trying to make better 3D work…
Follow along.

I’m trying to make 3D easier.
Not just easier to learn.
But also
Easier to plan.
Easier to hire for.
Easier to manage.
Easier to create.
Easier to finish.
Over the next few weeks, I’ll be building and sharing more info around The Studio Flow™, The Studio Method™, and The Studio Squad™.
The goal is simple:
Help artists create better 3D work, help studios hire better 3D talent, and help teams complete more ambitious 3D projects with less chaos.
If you’re a 3D artist, studio, agency, or creative team trying to make better 3D work…
Follow along.

I’ve been busy working behind the scenes for years. But stopped posting online.
That’s now a BIG PROBLEM.
These past few years I have been “collecting infinity stones”
I’ve been leveling up my skills and learning new things, but funny enough the last thing I ended up learning was probably the most important of them all.
How to actually run a business.
So now I’m fixing that.
I haven’t been posting, because I’ve been busy building.
And it used to be that the posting about what I was building, took longer than building the thing itself.
So, I’m making a system to fix that.
My goals are pretty wild, almost delusional at this point.
So to achieve them, there’s a lot of work I need to do.
* A lot of projects to complete
* A lot of posts to make
* A lot of ideas to share
* A lot of momentum I need to build
And a lot of attention I need.
Not attention in a bad way, but attention in a way that leads more eyes to what I have to offer.
So to do that I need more content.
And the best way to do that is to make it easier to create more content.
I need to build systems to reduce friction.
(sounds sexy I know)
But it’s the single most important thing I can work on now.
This post you’re reading now, was made with the goal of making future posts easier.
Idea → Draft → Edit → Design → Post to IG
I used to spend a whole day on this process.
But in the future I’ll spend less time (hopefully)
More output + the same amount of input = more leverage.
And that means faster progress towards my goals.
And that also means, I’ll be able to share more of that progress with you.
More of the mistakes I make
More of the systems I build
More of what works and what doesn’t.
I’m building,
* A 3D studio
* A game studio
* A 3d education program
* A better way to run a business online
If that sounds interesting to you, then follow me for more.
And if you want that free Houdini course I mentioned, just comment “houdini” and I’ll send it to you!
Cheers,
Will

I’ve been busy working behind the scenes for years. But stopped posting online.
That’s now a BIG PROBLEM.
These past few years I have been “collecting infinity stones”
I’ve been leveling up my skills and learning new things, but funny enough the last thing I ended up learning was probably the most important of them all.
How to actually run a business.
So now I’m fixing that.
I haven’t been posting, because I’ve been busy building.
And it used to be that the posting about what I was building, took longer than building the thing itself.
So, I’m making a system to fix that.
My goals are pretty wild, almost delusional at this point.
So to achieve them, there’s a lot of work I need to do.
* A lot of projects to complete
* A lot of posts to make
* A lot of ideas to share
* A lot of momentum I need to build
And a lot of attention I need.
Not attention in a bad way, but attention in a way that leads more eyes to what I have to offer.
So to do that I need more content.
And the best way to do that is to make it easier to create more content.
I need to build systems to reduce friction.
(sounds sexy I know)
But it’s the single most important thing I can work on now.
This post you’re reading now, was made with the goal of making future posts easier.
Idea → Draft → Edit → Design → Post to IG
I used to spend a whole day on this process.
But in the future I’ll spend less time (hopefully)
More output + the same amount of input = more leverage.
And that means faster progress towards my goals.
And that also means, I’ll be able to share more of that progress with you.
More of the mistakes I make
More of the systems I build
More of what works and what doesn’t.
I’m building,
* A 3D studio
* A game studio
* A 3d education program
* A better way to run a business online
If that sounds interesting to you, then follow me for more.
And if you want that free Houdini course I mentioned, just comment “houdini” and I’ll send it to you!
Cheers,
Will

I’ve been busy working behind the scenes for years. But stopped posting online.
That’s now a BIG PROBLEM.
These past few years I have been “collecting infinity stones”
I’ve been leveling up my skills and learning new things, but funny enough the last thing I ended up learning was probably the most important of them all.
How to actually run a business.
So now I’m fixing that.
I haven’t been posting, because I’ve been busy building.
And it used to be that the posting about what I was building, took longer than building the thing itself.
So, I’m making a system to fix that.
My goals are pretty wild, almost delusional at this point.
So to achieve them, there’s a lot of work I need to do.
* A lot of projects to complete
* A lot of posts to make
* A lot of ideas to share
* A lot of momentum I need to build
And a lot of attention I need.
Not attention in a bad way, but attention in a way that leads more eyes to what I have to offer.
So to do that I need more content.
And the best way to do that is to make it easier to create more content.
I need to build systems to reduce friction.
(sounds sexy I know)
But it’s the single most important thing I can work on now.
This post you’re reading now, was made with the goal of making future posts easier.
Idea → Draft → Edit → Design → Post to IG
I used to spend a whole day on this process.
But in the future I’ll spend less time (hopefully)
More output + the same amount of input = more leverage.
And that means faster progress towards my goals.
And that also means, I’ll be able to share more of that progress with you.
More of the mistakes I make
More of the systems I build
More of what works and what doesn’t.
I’m building,
* A 3D studio
* A game studio
* A 3d education program
* A better way to run a business online
If that sounds interesting to you, then follow me for more.
And if you want that free Houdini course I mentioned, just comment “houdini” and I’ll send it to you!
Cheers,
Will

I’ve been busy working behind the scenes for years. But stopped posting online.
That’s now a BIG PROBLEM.
These past few years I have been “collecting infinity stones”
I’ve been leveling up my skills and learning new things, but funny enough the last thing I ended up learning was probably the most important of them all.
How to actually run a business.
So now I’m fixing that.
I haven’t been posting, because I’ve been busy building.
And it used to be that the posting about what I was building, took longer than building the thing itself.
So, I’m making a system to fix that.
My goals are pretty wild, almost delusional at this point.
So to achieve them, there’s a lot of work I need to do.
* A lot of projects to complete
* A lot of posts to make
* A lot of ideas to share
* A lot of momentum I need to build
And a lot of attention I need.
Not attention in a bad way, but attention in a way that leads more eyes to what I have to offer.
So to do that I need more content.
And the best way to do that is to make it easier to create more content.
I need to build systems to reduce friction.
(sounds sexy I know)
But it’s the single most important thing I can work on now.
This post you’re reading now, was made with the goal of making future posts easier.
Idea → Draft → Edit → Design → Post to IG
I used to spend a whole day on this process.
But in the future I’ll spend less time (hopefully)
More output + the same amount of input = more leverage.
And that means faster progress towards my goals.
And that also means, I’ll be able to share more of that progress with you.
More of the mistakes I make
More of the systems I build
More of what works and what doesn’t.
I’m building,
* A 3D studio
* A game studio
* A 3d education program
* A better way to run a business online
If that sounds interesting to you, then follow me for more.
And if you want that free Houdini course I mentioned, just comment “houdini” and I’ll send it to you!
Cheers,
Will

I’ve been busy working behind the scenes for years. But stopped posting online.
That’s now a BIG PROBLEM.
These past few years I have been “collecting infinity stones”
I’ve been leveling up my skills and learning new things, but funny enough the last thing I ended up learning was probably the most important of them all.
How to actually run a business.
So now I’m fixing that.
I haven’t been posting, because I’ve been busy building.
And it used to be that the posting about what I was building, took longer than building the thing itself.
So, I’m making a system to fix that.
My goals are pretty wild, almost delusional at this point.
So to achieve them, there’s a lot of work I need to do.
* A lot of projects to complete
* A lot of posts to make
* A lot of ideas to share
* A lot of momentum I need to build
And a lot of attention I need.
Not attention in a bad way, but attention in a way that leads more eyes to what I have to offer.
So to do that I need more content.
And the best way to do that is to make it easier to create more content.
I need to build systems to reduce friction.
(sounds sexy I know)
But it’s the single most important thing I can work on now.
This post you’re reading now, was made with the goal of making future posts easier.
Idea → Draft → Edit → Design → Post to IG
I used to spend a whole day on this process.
But in the future I’ll spend less time (hopefully)
More output + the same amount of input = more leverage.
And that means faster progress towards my goals.
And that also means, I’ll be able to share more of that progress with you.
More of the mistakes I make
More of the systems I build
More of what works and what doesn’t.
I’m building,
* A 3D studio
* A game studio
* A 3d education program
* A better way to run a business online
If that sounds interesting to you, then follow me for more.
And if you want that free Houdini course I mentioned, just comment “houdini” and I’ll send it to you!
Cheers,
Will

I’ve been busy working behind the scenes for years. But stopped posting online.
That’s now a BIG PROBLEM.
These past few years I have been “collecting infinity stones”
I’ve been leveling up my skills and learning new things, but funny enough the last thing I ended up learning was probably the most important of them all.
How to actually run a business.
So now I’m fixing that.
I haven’t been posting, because I’ve been busy building.
And it used to be that the posting about what I was building, took longer than building the thing itself.
So, I’m making a system to fix that.
My goals are pretty wild, almost delusional at this point.
So to achieve them, there’s a lot of work I need to do.
* A lot of projects to complete
* A lot of posts to make
* A lot of ideas to share
* A lot of momentum I need to build
And a lot of attention I need.
Not attention in a bad way, but attention in a way that leads more eyes to what I have to offer.
So to do that I need more content.
And the best way to do that is to make it easier to create more content.
I need to build systems to reduce friction.
(sounds sexy I know)
But it’s the single most important thing I can work on now.
This post you’re reading now, was made with the goal of making future posts easier.
Idea → Draft → Edit → Design → Post to IG
I used to spend a whole day on this process.
But in the future I’ll spend less time (hopefully)
More output + the same amount of input = more leverage.
And that means faster progress towards my goals.
And that also means, I’ll be able to share more of that progress with you.
More of the mistakes I make
More of the systems I build
More of what works and what doesn’t.
I’m building,
* A 3D studio
* A game studio
* A 3d education program
* A better way to run a business online
If that sounds interesting to you, then follow me for more.
And if you want that free Houdini course I mentioned, just comment “houdini” and I’ll send it to you!
Cheers,
Will

I’ve been busy working behind the scenes for years. But stopped posting online.
That’s now a BIG PROBLEM.
These past few years I have been “collecting infinity stones”
I’ve been leveling up my skills and learning new things, but funny enough the last thing I ended up learning was probably the most important of them all.
How to actually run a business.
So now I’m fixing that.
I haven’t been posting, because I’ve been busy building.
And it used to be that the posting about what I was building, took longer than building the thing itself.
So, I’m making a system to fix that.
My goals are pretty wild, almost delusional at this point.
So to achieve them, there’s a lot of work I need to do.
* A lot of projects to complete
* A lot of posts to make
* A lot of ideas to share
* A lot of momentum I need to build
And a lot of attention I need.
Not attention in a bad way, but attention in a way that leads more eyes to what I have to offer.
So to do that I need more content.
And the best way to do that is to make it easier to create more content.
I need to build systems to reduce friction.
(sounds sexy I know)
But it’s the single most important thing I can work on now.
This post you’re reading now, was made with the goal of making future posts easier.
Idea → Draft → Edit → Design → Post to IG
I used to spend a whole day on this process.
But in the future I’ll spend less time (hopefully)
More output + the same amount of input = more leverage.
And that means faster progress towards my goals.
And that also means, I’ll be able to share more of that progress with you.
More of the mistakes I make
More of the systems I build
More of what works and what doesn’t.
I’m building,
* A 3D studio
* A game studio
* A 3d education program
* A better way to run a business online
If that sounds interesting to you, then follow me for more.
And if you want that free Houdini course I mentioned, just comment “houdini” and I’ll send it to you!
Cheers,
Will

I’ve been busy working behind the scenes for years. But stopped posting online.
That’s now a BIG PROBLEM.
These past few years I have been “collecting infinity stones”
I’ve been leveling up my skills and learning new things, but funny enough the last thing I ended up learning was probably the most important of them all.
How to actually run a business.
So now I’m fixing that.
I haven’t been posting, because I’ve been busy building.
And it used to be that the posting about what I was building, took longer than building the thing itself.
So, I’m making a system to fix that.
My goals are pretty wild, almost delusional at this point.
So to achieve them, there’s a lot of work I need to do.
* A lot of projects to complete
* A lot of posts to make
* A lot of ideas to share
* A lot of momentum I need to build
And a lot of attention I need.
Not attention in a bad way, but attention in a way that leads more eyes to what I have to offer.
So to do that I need more content.
And the best way to do that is to make it easier to create more content.
I need to build systems to reduce friction.
(sounds sexy I know)
But it’s the single most important thing I can work on now.
This post you’re reading now, was made with the goal of making future posts easier.
Idea → Draft → Edit → Design → Post to IG
I used to spend a whole day on this process.
But in the future I’ll spend less time (hopefully)
More output + the same amount of input = more leverage.
And that means faster progress towards my goals.
And that also means, I’ll be able to share more of that progress with you.
More of the mistakes I make
More of the systems I build
More of what works and what doesn’t.
I’m building,
* A 3D studio
* A game studio
* A 3d education program
* A better way to run a business online
If that sounds interesting to you, then follow me for more.
And if you want that free Houdini course I mentioned, just comment “houdini” and I’ll send it to you!
Cheers,
Will

I’ve been busy working behind the scenes for years. But stopped posting online.
That’s now a BIG PROBLEM.
These past few years I have been “collecting infinity stones”
I’ve been leveling up my skills and learning new things, but funny enough the last thing I ended up learning was probably the most important of them all.
How to actually run a business.
So now I’m fixing that.
I haven’t been posting, because I’ve been busy building.
And it used to be that the posting about what I was building, took longer than building the thing itself.
So, I’m making a system to fix that.
My goals are pretty wild, almost delusional at this point.
So to achieve them, there’s a lot of work I need to do.
* A lot of projects to complete
* A lot of posts to make
* A lot of ideas to share
* A lot of momentum I need to build
And a lot of attention I need.
Not attention in a bad way, but attention in a way that leads more eyes to what I have to offer.
So to do that I need more content.
And the best way to do that is to make it easier to create more content.
I need to build systems to reduce friction.
(sounds sexy I know)
But it’s the single most important thing I can work on now.
This post you’re reading now, was made with the goal of making future posts easier.
Idea → Draft → Edit → Design → Post to IG
I used to spend a whole day on this process.
But in the future I’ll spend less time (hopefully)
More output + the same amount of input = more leverage.
And that means faster progress towards my goals.
And that also means, I’ll be able to share more of that progress with you.
More of the mistakes I make
More of the systems I build
More of what works and what doesn’t.
I’m building,
* A 3D studio
* A game studio
* A 3d education program
* A better way to run a business online
If that sounds interesting to you, then follow me for more.
And if you want that free Houdini course I mentioned, just comment “houdini” and I’ll send it to you!
Cheers,
Will

I’ve been busy working behind the scenes for years. But stopped posting online.
That’s now a BIG PROBLEM.
These past few years I have been “collecting infinity stones”
I’ve been leveling up my skills and learning new things, but funny enough the last thing I ended up learning was probably the most important of them all.
How to actually run a business.
So now I’m fixing that.
I haven’t been posting, because I’ve been busy building.
And it used to be that the posting about what I was building, took longer than building the thing itself.
So, I’m making a system to fix that.
My goals are pretty wild, almost delusional at this point.
So to achieve them, there’s a lot of work I need to do.
* A lot of projects to complete
* A lot of posts to make
* A lot of ideas to share
* A lot of momentum I need to build
And a lot of attention I need.
Not attention in a bad way, but attention in a way that leads more eyes to what I have to offer.
So to do that I need more content.
And the best way to do that is to make it easier to create more content.
I need to build systems to reduce friction.
(sounds sexy I know)
But it’s the single most important thing I can work on now.
This post you’re reading now, was made with the goal of making future posts easier.
Idea → Draft → Edit → Design → Post to IG
I used to spend a whole day on this process.
But in the future I’ll spend less time (hopefully)
More output + the same amount of input = more leverage.
And that means faster progress towards my goals.
And that also means, I’ll be able to share more of that progress with you.
More of the mistakes I make
More of the systems I build
More of what works and what doesn’t.
I’m building,
* A 3D studio
* A game studio
* A 3d education program
* A better way to run a business online
If that sounds interesting to you, then follow me for more.
And if you want that free Houdini course I mentioned, just comment “houdini” and I’ll send it to you!
Cheers,
Will

I’ve been busy working behind the scenes for years. But stopped posting online.
That’s now a BIG PROBLEM.
These past few years I have been “collecting infinity stones”
I’ve been leveling up my skills and learning new things, but funny enough the last thing I ended up learning was probably the most important of them all.
How to actually run a business.
So now I’m fixing that.
I haven’t been posting, because I’ve been busy building.
And it used to be that the posting about what I was building, took longer than building the thing itself.
So, I’m making a system to fix that.
My goals are pretty wild, almost delusional at this point.
So to achieve them, there’s a lot of work I need to do.
* A lot of projects to complete
* A lot of posts to make
* A lot of ideas to share
* A lot of momentum I need to build
And a lot of attention I need.
Not attention in a bad way, but attention in a way that leads more eyes to what I have to offer.
So to do that I need more content.
And the best way to do that is to make it easier to create more content.
I need to build systems to reduce friction.
(sounds sexy I know)
But it’s the single most important thing I can work on now.
This post you’re reading now, was made with the goal of making future posts easier.
Idea → Draft → Edit → Design → Post to IG
I used to spend a whole day on this process.
But in the future I’ll spend less time (hopefully)
More output + the same amount of input = more leverage.
And that means faster progress towards my goals.
And that also means, I’ll be able to share more of that progress with you.
More of the mistakes I make
More of the systems I build
More of what works and what doesn’t.
I’m building,
* A 3D studio
* A game studio
* A 3d education program
* A better way to run a business online
If that sounds interesting to you, then follow me for more.
And if you want that free Houdini course I mentioned, just comment “houdini” and I’ll send it to you!
Cheers,
Will

I’ve been busy working behind the scenes for years. But stopped posting online.
That’s now a BIG PROBLEM.
These past few years I have been “collecting infinity stones”
I’ve been leveling up my skills and learning new things, but funny enough the last thing I ended up learning was probably the most important of them all.
How to actually run a business.
So now I’m fixing that.
I haven’t been posting, because I’ve been busy building.
And it used to be that the posting about what I was building, took longer than building the thing itself.
So, I’m making a system to fix that.
My goals are pretty wild, almost delusional at this point.
So to achieve them, there’s a lot of work I need to do.
* A lot of projects to complete
* A lot of posts to make
* A lot of ideas to share
* A lot of momentum I need to build
And a lot of attention I need.
Not attention in a bad way, but attention in a way that leads more eyes to what I have to offer.
So to do that I need more content.
And the best way to do that is to make it easier to create more content.
I need to build systems to reduce friction.
(sounds sexy I know)
But it’s the single most important thing I can work on now.
This post you’re reading now, was made with the goal of making future posts easier.
Idea → Draft → Edit → Design → Post to IG
I used to spend a whole day on this process.
But in the future I’ll spend less time (hopefully)
More output + the same amount of input = more leverage.
And that means faster progress towards my goals.
And that also means, I’ll be able to share more of that progress with you.
More of the mistakes I make
More of the systems I build
More of what works and what doesn’t.
I’m building,
* A 3D studio
* A game studio
* A 3d education program
* A better way to run a business online
If that sounds interesting to you, then follow me for more.
And if you want that free Houdini course I mentioned, just comment “houdini” and I’ll send it to you!
Cheers,
Will

I’ve been busy working behind the scenes for years. But stopped posting online.
That’s now a BIG PROBLEM.
These past few years I have been “collecting infinity stones”
I’ve been leveling up my skills and learning new things, but funny enough the last thing I ended up learning was probably the most important of them all.
How to actually run a business.
So now I’m fixing that.
I haven’t been posting, because I’ve been busy building.
And it used to be that the posting about what I was building, took longer than building the thing itself.
So, I’m making a system to fix that.
My goals are pretty wild, almost delusional at this point.
So to achieve them, there’s a lot of work I need to do.
* A lot of projects to complete
* A lot of posts to make
* A lot of ideas to share
* A lot of momentum I need to build
And a lot of attention I need.
Not attention in a bad way, but attention in a way that leads more eyes to what I have to offer.
So to do that I need more content.
And the best way to do that is to make it easier to create more content.
I need to build systems to reduce friction.
(sounds sexy I know)
But it’s the single most important thing I can work on now.
This post you’re reading now, was made with the goal of making future posts easier.
Idea → Draft → Edit → Design → Post to IG
I used to spend a whole day on this process.
But in the future I’ll spend less time (hopefully)
More output + the same amount of input = more leverage.
And that means faster progress towards my goals.
And that also means, I’ll be able to share more of that progress with you.
More of the mistakes I make
More of the systems I build
More of what works and what doesn’t.
I’m building,
* A 3D studio
* A game studio
* A 3d education program
* A better way to run a business online
If that sounds interesting to you, then follow me for more.
And if you want that free Houdini course I mentioned, just comment “houdini” and I’ll send it to you!
Cheers,
Will

I just spent a week organizing and deleting 26TB of old 3D files.
Not because I was bored.
Because next Tuesday, I’m starting one of the biggest Houdini projects I’ve ever created.
After almost 8 years freelancing in 3D, I had nearly 40TB of files spread across a dozen hard drives.
Old client projects.
Old renders.
Unused caches.
Half-finished ideas.
Backups of backups.
Experiments I forgot existed.
And for almost two years, I kept telling myself:
“I’ll organize it later.”
But later turned into another project.
Then another drive.
Then another one.
And eventually, the clutter just became normal.
But with Level 7 starting next week inside LEVEL UP: Houdini, I wanted a clean slate.
This project is going to be different.
The goal is simple:
Create a crazy cool Houdini project.
And document the entire workflow from initial idea to final pixels.
Planning.
Pipelines.
Environments.
Simulations.
Shot building.
Problem solving.
Final renders.
All of it.
So before starting, I finally cleaned everything up.
I backed up 14TB of the files I needed to keep.
Then I deleted the rest.
26TB gone.
And honestly, the more I deleted, the clearer I felt.
Not just about the drives.
But about the project.
The hard drives are clean and ready to go.
The ideas are rolling in.
And the project is kicking off soon.
Follow if you want to see the progress.
And comment “houdini” if you want to start learning Houdini, and I’ll send you my FREE beginner course.

I just spent a week organizing and deleting 26TB of old 3D files.
Not because I was bored.
Because next Tuesday, I’m starting one of the biggest Houdini projects I’ve ever created.
After almost 8 years freelancing in 3D, I had nearly 40TB of files spread across a dozen hard drives.
Old client projects.
Old renders.
Unused caches.
Half-finished ideas.
Backups of backups.
Experiments I forgot existed.
And for almost two years, I kept telling myself:
“I’ll organize it later.”
But later turned into another project.
Then another drive.
Then another one.
And eventually, the clutter just became normal.
But with Level 7 starting next week inside LEVEL UP: Houdini, I wanted a clean slate.
This project is going to be different.
The goal is simple:
Create a crazy cool Houdini project.
And document the entire workflow from initial idea to final pixels.
Planning.
Pipelines.
Environments.
Simulations.
Shot building.
Problem solving.
Final renders.
All of it.
So before starting, I finally cleaned everything up.
I backed up 14TB of the files I needed to keep.
Then I deleted the rest.
26TB gone.
And honestly, the more I deleted, the clearer I felt.
Not just about the drives.
But about the project.
The hard drives are clean and ready to go.
The ideas are rolling in.
And the project is kicking off soon.
Follow if you want to see the progress.
And comment “houdini” if you want to start learning Houdini, and I’ll send you my FREE beginner course.

I just spent a week organizing and deleting 26TB of old 3D files.
Not because I was bored.
Because next Tuesday, I’m starting one of the biggest Houdini projects I’ve ever created.
After almost 8 years freelancing in 3D, I had nearly 40TB of files spread across a dozen hard drives.
Old client projects.
Old renders.
Unused caches.
Half-finished ideas.
Backups of backups.
Experiments I forgot existed.
And for almost two years, I kept telling myself:
“I’ll organize it later.”
But later turned into another project.
Then another drive.
Then another one.
And eventually, the clutter just became normal.
But with Level 7 starting next week inside LEVEL UP: Houdini, I wanted a clean slate.
This project is going to be different.
The goal is simple:
Create a crazy cool Houdini project.
And document the entire workflow from initial idea to final pixels.
Planning.
Pipelines.
Environments.
Simulations.
Shot building.
Problem solving.
Final renders.
All of it.
So before starting, I finally cleaned everything up.
I backed up 14TB of the files I needed to keep.
Then I deleted the rest.
26TB gone.
And honestly, the more I deleted, the clearer I felt.
Not just about the drives.
But about the project.
The hard drives are clean and ready to go.
The ideas are rolling in.
And the project is kicking off soon.
Follow if you want to see the progress.
And comment “houdini” if you want to start learning Houdini, and I’ll send you my FREE beginner course.

I just spent a week organizing and deleting 26TB of old 3D files.
Not because I was bored.
Because next Tuesday, I’m starting one of the biggest Houdini projects I’ve ever created.
After almost 8 years freelancing in 3D, I had nearly 40TB of files spread across a dozen hard drives.
Old client projects.
Old renders.
Unused caches.
Half-finished ideas.
Backups of backups.
Experiments I forgot existed.
And for almost two years, I kept telling myself:
“I’ll organize it later.”
But later turned into another project.
Then another drive.
Then another one.
And eventually, the clutter just became normal.
But with Level 7 starting next week inside LEVEL UP: Houdini, I wanted a clean slate.
This project is going to be different.
The goal is simple:
Create a crazy cool Houdini project.
And document the entire workflow from initial idea to final pixels.
Planning.
Pipelines.
Environments.
Simulations.
Shot building.
Problem solving.
Final renders.
All of it.
So before starting, I finally cleaned everything up.
I backed up 14TB of the files I needed to keep.
Then I deleted the rest.
26TB gone.
And honestly, the more I deleted, the clearer I felt.
Not just about the drives.
But about the project.
The hard drives are clean and ready to go.
The ideas are rolling in.
And the project is kicking off soon.
Follow if you want to see the progress.
And comment “houdini” if you want to start learning Houdini, and I’ll send you my FREE beginner course.

I just spent a week organizing and deleting 26TB of old 3D files.
Not because I was bored.
Because next Tuesday, I’m starting one of the biggest Houdini projects I’ve ever created.
After almost 8 years freelancing in 3D, I had nearly 40TB of files spread across a dozen hard drives.
Old client projects.
Old renders.
Unused caches.
Half-finished ideas.
Backups of backups.
Experiments I forgot existed.
And for almost two years, I kept telling myself:
“I’ll organize it later.”
But later turned into another project.
Then another drive.
Then another one.
And eventually, the clutter just became normal.
But with Level 7 starting next week inside LEVEL UP: Houdini, I wanted a clean slate.
This project is going to be different.
The goal is simple:
Create a crazy cool Houdini project.
And document the entire workflow from initial idea to final pixels.
Planning.
Pipelines.
Environments.
Simulations.
Shot building.
Problem solving.
Final renders.
All of it.
So before starting, I finally cleaned everything up.
I backed up 14TB of the files I needed to keep.
Then I deleted the rest.
26TB gone.
And honestly, the more I deleted, the clearer I felt.
Not just about the drives.
But about the project.
The hard drives are clean and ready to go.
The ideas are rolling in.
And the project is kicking off soon.
Follow if you want to see the progress.
And comment “houdini” if you want to start learning Houdini, and I’ll send you my FREE beginner course.

I just spent a week organizing and deleting 26TB of old 3D files.
Not because I was bored.
Because next Tuesday, I’m starting one of the biggest Houdini projects I’ve ever created.
After almost 8 years freelancing in 3D, I had nearly 40TB of files spread across a dozen hard drives.
Old client projects.
Old renders.
Unused caches.
Half-finished ideas.
Backups of backups.
Experiments I forgot existed.
And for almost two years, I kept telling myself:
“I’ll organize it later.”
But later turned into another project.
Then another drive.
Then another one.
And eventually, the clutter just became normal.
But with Level 7 starting next week inside LEVEL UP: Houdini, I wanted a clean slate.
This project is going to be different.
The goal is simple:
Create a crazy cool Houdini project.
And document the entire workflow from initial idea to final pixels.
Planning.
Pipelines.
Environments.
Simulations.
Shot building.
Problem solving.
Final renders.
All of it.
So before starting, I finally cleaned everything up.
I backed up 14TB of the files I needed to keep.
Then I deleted the rest.
26TB gone.
And honestly, the more I deleted, the clearer I felt.
Not just about the drives.
But about the project.
The hard drives are clean and ready to go.
The ideas are rolling in.
And the project is kicking off soon.
Follow if you want to see the progress.
And comment “houdini” if you want to start learning Houdini, and I’ll send you my FREE beginner course.

I just spent a week organizing and deleting 26TB of old 3D files.
Not because I was bored.
Because next Tuesday, I’m starting one of the biggest Houdini projects I’ve ever created.
After almost 8 years freelancing in 3D, I had nearly 40TB of files spread across a dozen hard drives.
Old client projects.
Old renders.
Unused caches.
Half-finished ideas.
Backups of backups.
Experiments I forgot existed.
And for almost two years, I kept telling myself:
“I’ll organize it later.”
But later turned into another project.
Then another drive.
Then another one.
And eventually, the clutter just became normal.
But with Level 7 starting next week inside LEVEL UP: Houdini, I wanted a clean slate.
This project is going to be different.
The goal is simple:
Create a crazy cool Houdini project.
And document the entire workflow from initial idea to final pixels.
Planning.
Pipelines.
Environments.
Simulations.
Shot building.
Problem solving.
Final renders.
All of it.
So before starting, I finally cleaned everything up.
I backed up 14TB of the files I needed to keep.
Then I deleted the rest.
26TB gone.
And honestly, the more I deleted, the clearer I felt.
Not just about the drives.
But about the project.
The hard drives are clean and ready to go.
The ideas are rolling in.
And the project is kicking off soon.
Follow if you want to see the progress.
And comment “houdini” if you want to start learning Houdini, and I’ll send you my FREE beginner course.

I just spent a week organizing and deleting 26TB of old 3D files.
Not because I was bored.
Because next Tuesday, I’m starting one of the biggest Houdini projects I’ve ever created.
After almost 8 years freelancing in 3D, I had nearly 40TB of files spread across a dozen hard drives.
Old client projects.
Old renders.
Unused caches.
Half-finished ideas.
Backups of backups.
Experiments I forgot existed.
And for almost two years, I kept telling myself:
“I’ll organize it later.”
But later turned into another project.
Then another drive.
Then another one.
And eventually, the clutter just became normal.
But with Level 7 starting next week inside LEVEL UP: Houdini, I wanted a clean slate.
This project is going to be different.
The goal is simple:
Create a crazy cool Houdini project.
And document the entire workflow from initial idea to final pixels.
Planning.
Pipelines.
Environments.
Simulations.
Shot building.
Problem solving.
Final renders.
All of it.
So before starting, I finally cleaned everything up.
I backed up 14TB of the files I needed to keep.
Then I deleted the rest.
26TB gone.
And honestly, the more I deleted, the clearer I felt.
Not just about the drives.
But about the project.
The hard drives are clean and ready to go.
The ideas are rolling in.
And the project is kicking off soon.
Follow if you want to see the progress.
And comment “houdini” if you want to start learning Houdini, and I’ll send you my FREE beginner course.

If you’re interested then comment “5k”
(P.S. the song choice was just a nice vibe)

If you’re interested then comment “5k”
(P.S. the song choice was just a nice vibe)

⚠️IMPORTANT ⚠️
If you’re (or want to be) a …
- 3d artist
- VFX artist
- 3d generalist
- modeler
- compositor
- fx Artist
- look-dev / asset Artist
- 3d director
- or something similar
AND you have interest in landing more freelance work, making more per freelance project, landing your first freelance job, or you’re a freelance pro looking to scale up your business to run like a full studio and make more $$$ 🤑
Then I’m working on something that I think you’ll be interested in.
comment “potato” below and I’ll send you the first step
⬇️
@instagram hopefully this gets in front of the right people 🫡
Also the song has nothing to do with this post, it’s just a cool vibe and I like the track! @surfacesmusic keep up the great work 🔥

⚠️IMPORTANT ⚠️
If you’re (or want to be) a …
- 3d artist
- VFX artist
- 3d generalist
- modeler
- compositor
- fx Artist
- look-dev / asset Artist
- 3d director
- or something similar
AND you have interest in landing more freelance work, making more per freelance project, landing your first freelance job, or you’re a freelance pro looking to scale up your business to run like a full studio and make more $$$ 🤑
Then I’m working on something that I think you’ll be interested in.
comment “potato” below and I’ll send you the first step
⬇️
@instagram hopefully this gets in front of the right people 🫡
Also the song has nothing to do with this post, it’s just a cool vibe and I like the track! @surfacesmusic keep up the great work 🔥

⚠️IMPORTANT ⚠️
If this is you and you want to reach out to me then don’t leave a comment, just reach out directly by DMs, that way I can get back to you and ask more specifics on exactly what you’re looking for.
If you’re ever (or plan to be) on the lookout for 3D artists in the next 3 months then you’ll want to get in touch.
And if you want to leave a comment just for the algorithm to better share this post then go ahead and do that!
@instagram hopefully this gets in front of the right people 🫡
Also the song has nothing to do with this post, it’s just a cool vibe and I like the track! @surfacesmusic keep up the great work 🔥

⚠️IMPORTANT ⚠️
If this is you and you want to reach out to me then don’t leave a comment, just reach out directly by DMs, that way I can get back to you and ask more specifics on exactly what you’re looking for.
If you’re ever (or plan to be) on the lookout for 3D artists in the next 3 months then you’ll want to get in touch.
And if you want to leave a comment just for the algorithm to better share this post then go ahead and do that!
@instagram hopefully this gets in front of the right people 🫡
Also the song has nothing to do with this post, it’s just a cool vibe and I like the track! @surfacesmusic keep up the great work 🔥
The Instagram Story Viewer is an easy tool that lets you secretly watch and save Instagram stories, videos, photos, or IGTV. With this service, you can download content and enjoy it offline whenever you like. If you find something interesting on Instagram that you’d like to check out later or want to view stories while staying anonymous, our Viewer is perfect for you. Anonstories offers an excellent solution for keeping your identity hidden. Instagram first launched the Stories feature in August 2023, which was quickly adopted by other platforms due to its engaging, time-sensitive format. Stories let users share quick updates, whether photos, videos, or selfies, enhanced with text, emojis, or filters, and are visible for only 24 hours. This limited time frame creates high engagement compared to regular posts. In today’s world, Stories are one of the most popular ways to connect and communicate on social media. However, when you view a Story, the creator can see your name in their viewer list, which may be a privacy concern. What if you wish to browse Stories without being noticed? Here’s where Anonstories becomes useful. It allows you to watch public Instagram content without revealing your identity. Simply enter the username of the profile you’re curious about, and the tool will display their latest Stories. Features of Anonstories Viewer: - Anonymous Browsing: Watch Stories without showing up on the viewer list. - No Account Needed: View public content without signing up for an Instagram account. - Content Download: Save any Stories content directly to your device for offline use. - View Highlights: Access Instagram Highlights, even beyond the 24-hour window. - Repost Monitoring: Track the reposts or engagement levels on Stories for personal profiles. Limitations: - This tool works only with public accounts; private accounts remain inaccessible. Benefits: - Privacy-Friendly: Watch any Instagram content without being noticed. - Simple and Easy: No app installation or registration required. - Exclusive Tools: Download and manage content in ways Instagram doesn’t offer.
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This free tool allows you to view Instagram Stories anonymously, ensuring your activity remains hidden from the story uploader.
Anonstories lets users view Instagram stories without alerting the creator.
Works seamlessly on iOS, Android, Windows, macOS, and modern browsers like Chrome and Safari.
Prioritizes secure, anonymous browsing without requiring login credentials.
Users can view public stories by simply entering a username—no account needed.
Downloads photos (JPEG) and videos (MP4) with ease.
The service is free to use.
Content from private accounts can only be accessed by followers.
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