
ABOUT ME
I’m Arina Petukhova, a VFX artist interested in creating visual effects for film and game cinematics. I combine creative thinking with technical skills to develop effects that support the story and visual direction of a project.My main tools are Houdini and Nuke, supported by a broader background in 3D production.I’m seeking a studio position where I can contribute to a team and grow as an artist. I’m also open to freelance projects.
WORM
Soft Body & Liquid Simulation
A personal CG project that transforms an everyday breakfast into an unsettling scene: worms pour from a cereal box into a bowl of milk.
Created in Houdini and composited in Nuke.
MY CONTRIBUTION
I created the worms, developed the worm and milk simulations, and produced the assets for both. I also handled lighting, rendering, and compositing in Nuke.
The kitchen environment utilizes third-party assets.


REFINING THE SIMULATIONS
The milk initially looked too thick and formed clumps. Through several iterations, I refined the simulation settings to reduce clumping and create a smoother, more fluid flow. The final result retained some thickness, which suited the look I wanted.
The worms initially lost their shape during collisions and passed through the bowl. Reworking the Vellum constraint setup resolved these issues, allowing them to retain their form and collide correctly.
BACTERIA
An Abstract Microworld
A personal CG project exploring an imagined microscopic world through particles, organic forms, and color. The scene evolves from a few isolated organisms into a dense, shifting environment.I created every element of the project independently.
MY CONTRIBUTION
I created the entire project in Houdini, including the particle system, geometry, materials, lighting, and rendering. Final compositing was done in Nuke.
CREATING THE DIVISION EFFECT
The main challenge was making each particle appear to split naturally into two, rather than having new particles suddenly pop into view.
I refined the transition so that the division unfolded gradually and continuously. Repeating this process allowed the microscopic world to grow in density while maintaining a sense of organic movement.
LARGO
Game Cinematic · In Development
LARGO is a team cinematic project based on Dota 2. I am responsible for developing the visual effects for the film.The project is currently in development. The character disintegration test below is an early exploration of one effect, with further FX work planned as production progresses.
FX development test—not a final production shot. Invoker character model from Dota 2, © Valve.
MY CONTRIBUTION
I created the disintegration effect and test scene in Houdini, utilizing the Invoker character model from Dota 2.
CONTROLLING THE DISINTEGRATION
My focus was aligning the ash particles with the moving edge of the disappearance mask. I wanted them to detach precisely where the character’s surface vanishes, then drift upward.
This makes the disappearing geometry and rising particles read as one continuous transformation.
ONGOING DEVELOPMENTThis test establishes a starting point for the effect. I will continue refining it for cinematic use and developing additional effects as the team moves into production.
PLATYPUS
Grooming Study
I wanted to create a realistic platypus imbued with a few eccentric details to give it a more distinctive character. The goal was to maintain believable fur texture while enhancing the overall expressiveness of its appearance.
MY CONTRIBUTION
Using an existing head model, I created the groom, developed the materials, and handled lighting and rendering in Houdini. I composited the image in Nuke, and then finished the poster in Photoshop by adding the background and refining the lighting and colors.
Tools: Houdini · Nuke · Photoshop Base model: third-party asset.
WORKING WITH THE POSE
The main challenge was transferring the groom to the posed model while preserving the intended look of the fur. This stage was crucial for ensuring the grooming remained consistent with the character’s final appearance.























