About Us

Why we're building Natsura

TODO (George): Mission statement, paragraph one. Why foliage deserves better tooling, what frustrated us about existing workflows. Artist-first workflows: keeping artists in control, posing, guiding, and art-directing instead of fighting parameters.

TODO (George): Mission statement, paragraph two. Where we want to take it: plants grounded in real growth that respond to light, shade, and obstacles, built for production with Nanite foliage and pipelines that scale from one tree to a forest.

The Natsura team

George Hulm

George Hulm

Co-Founder

Artist workflowsUnreal modding
“I came up through level design, environment art and tech art before landing on tools. Somewhere along the way I became the foliage guy, and never looked back.”
Overgrown environment rendered with Natsura (TODO: replace with photo of George)
Overgrown environment rendered with Natsura (TODO: replace with photo of George)
Feike Postmes

Feike Postmes

Co-Founder & Technical Lead

System designSimulation
“I'm a mathematician and technical artist working where technical frameworks meet human interaction, with a background in games and autonomous vehicles.”
Canopy growth simulation in Natsura (TODO: replace with photo of Feike)
Canopy growth simulation in Natsura (TODO: replace with photo of Feike)
Mike Newbon

Mike Newbon

Design + Web Development

Store & LicensingBrand & Website
“I build and run the public face of Natsura: the site, the store and the licensing front-end. I shape how the product looks and feels.”
Pine forest rendered with Natsura (TODO: replace with photo of Mike)
Pine forest rendered with Natsura (TODO: replace with photo of Mike)
Elyse

Elyse

Communications & Support

Admin & opsCustomer support
“I keep the team connected to its users: communications, administration and support. Often I'm the first person an early adopter actually talks to.”
Summer field rendered with Natsura (TODO: replace with photo of Elyse)
Summer field rendered with Natsura (TODO: replace with photo of Elyse)

How we got here

TODO (George): One sentence framing the journey so far.

Origin

Natsura begins

TODO (George): The origin story. Where the idea came from, the first prototype, and why it started in Houdini.
v0.4

Early Access opens

Natsura 0.4 opens Early Access with scan processing tools, decorations, meshing, and expanded species recipes. TODO (George): a line on what Early Access meant for the project.
Pine forest built with Natsura during Early Access
Milestone

Commercial launch

Natsura becomes available for commercial use, and studios start putting it into real production. TODO (George): a line on the first production adopters.
Nanite foliage exported from Natsura running in Unreal Engine 5
v0.7

0.7 and the road to 1.0

The 0.7 major release lands, and versioning simplifies to major.minor.patch on the way to 1.0. TODO (George): a line on where the focus goes next.

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