
The village in the editor

Water sim preview

Sky blast concept

Waterfall breakdown
VFX 2021–2023 · Unreal Engine, Houdini · FX Lead
Karma & Jonar
Fire, water, sky and destruction for an animated series made in Unreal Engine.

Technical artist. Founder of EQLabs.
I make fire, water, wind and snow behave in real time, and I build the tools that let other artists do it faster.
Stockholm · In production since 2018 · FX Lead, Karma & Jonar · Senior FX Artist, Toadman Interactive · Founder, EQLabs · 122 editor tools for Unreal Engine

The village in the editor

Water sim preview

Sky blast concept

Waterfall breakdown
VFX 2021–2023 · Unreal Engine, Houdini · FX Lead
Fire, water, sky and destruction for an animated series made in Unreal Engine.

Elements: 2,707 pieces

Wind levels

Pivots and parents
EQLabs 2026 · Unreal Engine 5.4–5.8 · Author
Any static tree, swaying in Unreal, without a trip through 3ds Max.

Bone weights

Walking
EQLabs 2026 · Unreal Engine, Unity · Author
Simulations baked into textures, playing back in Unreal Engine and in Unity.

00:00:07:00Scene capture

00:00:11:00Render target

00:00:14:15Deformation

00:00:17:06Niagara powder
Tech art and tools 2021 · Unreal Engine 4 · Technical art and VFX
Snow that keeps every step. The same setup handles sand, mud and wheel tracks.

00:00:00:15Intact

00:00:02:12Tearing

00:00:03:15Severed

00:00:06:06Settled
VFX 2020 · Houdini, Unreal Engine 4 · Technical art and VFX
Real soft-body tearing from Houdini, played back in Unreal Engine 4 on the GPU.

00:00:02:00Raw scan

00:00:10:00Cleaned and decimated

00:00:18:00Clipping box

00:00:24:15UV layout
Tech art and tools 2021 · Houdini, Unreal Engine 4 · Tool author
A Houdini tool that turns a 24-million-polygon scan into a game-ready asset.
EQLabs makes editor tools for Unreal Engine and Unity, built by someone who needed them on production. EQLabs Pro puts 122 of them in one plugin for Unreal Engine 5.4 to 5.8. Pivot Painter Lab, Painting Lab and Cinematic Lab also ship on their own.

122 editor tools in one plugin, opened from one Hub.

Any static tree or plant, baked into wind-animated foliage inside Unreal.

Texture painting on a 3D mesh or a 2D canvas, in the editor.

Camera, lighting, grade, render passes and editorial hand-off for Unreal cinematics, in one window.
Art with a frame budget.
An effect is finished when it looks right and fits in the frame it has.
Tools should disappear.
The best tool is the one an artist forgets they are using.
Show the breakdown.
Every case study here shows how the shot was made, not only how it ended.
Write to me. hello@iafara.me