About me

I'm Matias Brandt Møller, a 3D Developer based in Aarhus, Denmark.

I've always built things. That instinct moved through electronics, film, and eventually into 3D — where it's stayed.

At Aalborg University I was researching how people navigate and experience immersive environments — working with VR at the exact moment the Oculus brought it back into relevance. My master's thesis was on making fluid simulations feel real — bridging the gap between computational fluid dynamics and visual plausibility. My degree in Medialogy also gave me an early grounding in machine learning — pattern recognition and multivariate statistics, implemented in MATLAB, back when that was the lingua franca of numerical computing. The questions that work raised, about how to make complex 3D systems feel real and intuitive, have shaped everything since.

In visual effects, those questions played out at scale. Over a decade as an FX Artist and Supervisor on film and television, I built large-scale physics simulations in Houdini, developed complex pipelines, and created tools used across multiple productions. The work was as much engineering as craft — writing the code that made the art possible.

Today the domain has shifted. I build 3D tools and pipelines — procedural systems in Houdini, machine learning applied to spatial problems, real-time deployment in visionOS and Omniverse.

In recent years I've been connecting those early machine learning foundations to modern methods — building synthetic data pipelines in Houdini, training classifiers that understand spatial input, and deploying models into real-time environments. That foundation has proven more useful than I expected. Theory tested in production.

Porsche Taycan Configurator, built for Apple Vision Pro.