Amalgamation

A large-scale, rule-based settlement system generated through algorithmic aggregation, reflecting the plasma-scarred geology of planet Diaterra.

Universe Lore
Voltaris is a speculative sci-fi universe developed as an original world-building and design research project. It centers on a sentient civilization inhabiting the planet Diaterra — formless plasma beings who utilize sophisticated biomechanical exoframes to interact with physical reality.
Year: 2025
Type: Settlement Design / Worldbuilding
Universe: Voltaris, Planet Diaterra
Focus: Modular Colony Aggregation & Rule-based Design
Role: Modular System Development, Component Library, Settlement Logic, Terrain Generation, Materials, Rendering.
Team: Collaboration with Eirik Johnsbraten
Tools: Houdini, Rhino + Grasshopper (Wasp), 3ds Max, Corona Renderer, Adobe Photoshop
Status: Academic Project (DesignMorphine)
The Amalgamation
Amalgamation colonies are living networks shaped by logic, rhythm, and energy. Rooted deep within Diaterra’s canyons — carved by the rhythmic heave of plasma veins rather than wind or water — these settlements emerge around raw energy sources. They grow like complex mineral formations, transitioning from individual survival vessels into vast, interconnected urban clusters.

The Challenge
The objective was to scale the individual Corpuscle habitat into a functional megastructure. This required a transition from manual modeling to a rule-based system that could handle hundreds of modules while maintaining architectural balance, structural integrity, and the specific aesthetic rhythm of the Voltaris civilization.

The Solution & Impact
A complex computational pipeline was developed to generate the colony. First, I deconstructed the Corpuscle into a library of modular components in Houdini and 3ds Max. These parts were then processed in Rhino + Grasshopper using the Wasp plugin, where my team established several rule-based aggregation systems to generate clusters based on specific connectivity logic.
Finally, I aggregated these clusters into a full-scale "Amalgamation" in 3ds Max, where I refined the spatial composition. I procedurally generated the canyon terrain in Houdini to reflect the planet's unique plasma-scarred geology. The final result is a cinematic visualization of a civilization that doesn't just occupy its environment but grows as a natural extension of it.