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Workshop

Simulating Crowds with Golaem & Maya

A Workshop
by Wilfried Lhomme

Production-Ready Workflow using Golaem, Maya & Unreal Engine with Wilfried Lhomme

intermediate
5h 2m 49s
14 Lessons
A Workshop
by Wilfried Lhomme
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This 5-hour workshop presents a complete, production-ready crowd simulation workflow using Golaem, Maya, and Unreal Engine, designed for high-end cinematic and film projects. Taught by Wilfried Lhomme, a Senior Crowd TD at DNEG, the techniques demonstrated are based on pre-production practices used in feature films and AAA cinematics.


Wilfried begins in Maya with Golaem, building a strong foundation for crowds, including agent creation, animation assignment, motion paths, triggers, transitions, and optimization strategies tailored for complex shots. The focus remains on creating clean, reliable setups that are easy to iterate on in production. The workflow then continues in Unreal Engine 5, covering cache export, scale and timing validation, and best practices for integrating crowds into a cinematic scene. Artists will also explore how to use Sequencer, camera blocking, lighting, and post-processing to achieve movie-quality results while maintaining strong performance. 


This workshop is designed for both artists who have never worked with crowds before and those with prior crowd experience who want to strengthen, refine, or professionalize their workflow for production.


Assets from the Lost City by Big Medium Small Studio are used in this workshop; however, they are not required to follow along. Artists can work with any other assets or simple proxies to follow along with the techniques showcased.

14 Lessons

01Golaem InstallationFree

Wilfried Lhomme introduces his workshop with the first lesson, which provides a comprehensive guide for setting up Golaem crowd simulation software in Maya, emphasizing the importance of proper installation and configuration. Wilfried's methodical approach to both technical setup and project organization establishes a solid foundation for crowd simulation work. (While the software acquisition process changed during production following Autodesk's acquisition of Golaem, the core installation and setup workflow remains consistent across versions.)

Duration: 9m 25s

Golaem Installation
02Golaem Fundamentals

This lesson demonstrates the complete pipeline for creating professional crowd simulations in Golaem, from basic character import to complex behavioral systems. Wilfried emphasizes the importance of proper setup procedures, systematic node organization, and the critical caching step that transforms dynamic simulations into render-ready assets. By combining terrain navigation, collision avoidance, and varied animation states, artists can learn how to create realistic crowd behaviors suitable for production environments.

Duration: 39m 19s

Golaem Fundamentals
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03Advanced Golaem Techniques

This lesson demonstrates Golaem's sophisticated crowd-simulation capabilities, moving beyond basic crowd creation to professional-level techniques used in film and game production. Wilfried's covered workflows — from multi-entity management and physics integration to procedural animation systems — provide a comprehensive foundation for creating realistic, dynamic crowd behaviors. His emphasis on practical problem-solving and production-ready techniques makes this valuable training for anyone working with crowd simulation in entertainment-industry pipelines.

Duration: 49m 7s

Advanced Golaem Techniques
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04Unreal Engine Installation

This lesson establishes a complete pipeline for creating crowd simulations in Maya and rendering them in Unreal Engine 5 using Golaem. Wilfried's workflow enables artists to leverage Maya's crowd-creation tools while benefiting from Unreal Engine's superior lighting and rendering capabilities. The ability to make layout adjustments directly in Unreal provides flexibility for final scene composition and camera work, making this an efficient solution for high-quality crowd-visualization projects.

Duration: 17m 19s

Unreal Engine Installation
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05Environment Creation & Setup in Unreal Engine

This lesson establishes the environmental foundation required to create cinematic battle scenes in Unreal Engine. By combining free assets, procedural generation tools, and strategic asset placement, artists can learn how to efficiently build compelling battlefield environments without extensive manual modeling. Wilfried's modular approach enables flexible scene modification while maintaining focus on the areas visible during planned camera movements, making it an efficient workflow for crowd simulation projects.

Duration: 13m 59s

Environment Creation & Setup in Unreal Engine
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06Environment Import into Maya

This lesson provides a comprehensive workflow for creating cinematic camera movements in Unreal Engine and transferring them to Maya for further production work. Wilfried's process emphasizes the importance of proper keyframe timing, environmental detail, and seamless asset pipeline management. By following his steps, artists can learn how to establish a solid foundation for complex scenes that involve crowd placement and cinematic storytelling, with the camera and environment assets properly prepared for the next phase of production in Maya.

Duration: 11m 51s

Environment Import into Maya
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07Simulating Dead Characters

In this lesson, Wilfried covers a practical workflow for creating realistic battlefield crowd simulations using Golaem and Maya, with successful integration into Unreal Engine for real-time rendering. The key to success lies in proper scale management, efficient caching strategies, and understanding how to bridge the technical requirements between different software packages. This foundation prepares users for more complex crowd simulations involving live battle scenarios in future lessons.

Duration: 20m 57s

Simulating Dead Characters
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08Battle Synchronization Setup

This lesson provides a comprehensive workflow for creating realistic foreground battle scenes using crowd-simulation tools. The key to success lies in careful planning of character placement, proper synchronization of fighting animations, and precise timing alignment between the crowd simulation and camera sequences. Wilfried's modular approach to creating separate caches enables better scene organization and easier integration of multiple crowd elements in complex shots.

Duration: 14m 24s

Battle Synchronization Setup
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09Runner Simulation

This lesson demonstrates the complexity of creating realistic crowd behavior for battle scenes, emphasizing the importance of terrain modification, curve-based pathfinding, and individual character timing. Wilfried successfully shows how multiple technical systems work together — from Maya's terrain tools to Golaem's crowd simulation to Unreal's rendering pipeline — to create convincing soldier movement through architectural spaces. This represents the final individual cache before moving to more complex procedural crowd setups.

Duration: 15m 22s

Runner Simulation
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10Soldier Charge Simulation

In this lesson, Wilfried demonstrates his sophisticated crowd-simulation techniques that create realistic military formation behaviors. The combination of vision sensors, procedural animation variation, and position-based movement triggers results in convincing line-by-line advancement rather than unrealistic synchronized movement. The technical framework established here provides the foundation for more complex behaviors, such as cavalry charges, that will interact intelligently with infantry formations.

Duration: 46m 57s

Soldier Charge Simulation
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11Cavalry Charge Simulation

This lesson teaches how to create sophisticated behavior for cavalry units that can intelligently navigate around soldiers and other obstacles. The system uses multiple overlapping sensors and mathematical calculations to generate realistic movement patterns, with horses dynamically adjusting speed and direction in response to their environment. Wilfried's approach creates believable autonomous behavior that enhances the realism of military simulation scenes, preparing the setup for final composition adjustments and export to Unreal Engine.

Duration: 23m 18s

Cavalry Charge Simulation
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12Cannonball Simulation

This lesson completes the basic crowd-simulation framework by integrating destructive cannonball physics with existing soldier and cavalry agents. The system now features realistic collision detection and response, including the sophisticated detail of soldiers being thrown from their horses when struck. While this foundation is solid, Wilfried outlines how he can further enhance it and scale the scene with larger armies and more refined behaviors to create a truly spectacular fortress battle simulation.

Duration: 9m 8s

Cannonball Simulation
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13Final Polish

This lesson demonstrates Wilfried's technical process of creating complex battle simulations with proper military formations and realistic timing effects. His systematic approach to building formations, managing spacing, implementing sequential cannonball firing, and optimizing the final layout shows how procedural crowd-simulation tools can create convincing large-scale battle scenes. His preparation for Unreal Engine export shows how this is part of a larger pipeline for creating cinematic battle sequences.

Duration: 19m 14s

Final Polish
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14Rendering in Unreal Engine

In the final lesson, Wilfried teaches how to create and render a complex crowd simulation by combining multiple elements in Maya's Golaem system and exporting to Unreal Engine. He shows that, while the technical workflow involves many steps and potential issues, his iterative approach of testing, adjusting, and refining delivers impressive results. His final rendered sequence showcases a large-scale battle scene that can serve as a foundation for further compositing.

Duration: 12m 29s

Rendering in Unreal Engine
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Primary tools

For this workshop you’ll need:

Unreal Engine
Maya
Golaem

* Note that these programs and materials will not be supplied with the course.

Project Files

When you download the workshop files, you'll get access to resources and project materials. Inside, you'll find:


  • Golaem character packs – Pre-built character assets and animation libraries for crowd simulation workflows for both Unreal and Maya
    - Setup instructions (.txt) - Essential readme file with installation steps
  • These project files have been provided by the instructor to make it easier to follow along with the workshop.

Skills Covered

Who’s this Workshop for?

This workshop is designed to support intermediate to advanced 3D artists, technical directors, and VFX professionals who work with Maya and want to expand their crowd simulation capabilities. It's particularly valuable for those working in film, television, or game development where large-scale character animations are required.


Animators, environment artists, and previz specialists who also have interest in this workshop can benefit greatly from learning Golaem's powerful crowd simulation tools. This training provides essential skills for creating realistic populated scenes, from background characters to complex crowd behaviors, making it invaluable for modern production pipelines.

Learning Outcomes

By the end of this workshop, artists will have developed comprehensive skills in Golaem crowd simulation workflows and advanced Maya integration techniques for professional production environments.


Key skills include:

  • How to set up and configure Golaem crowd simulation environments within Maya workflows.
  • How to create and manage character entities with realistic behavioral patterns and movement systems.
  • How to implement advanced crowd behaviors, including flocking, pathfinding, and collision avoidance algorithms.
  • How to optimize crowd simulations for performance while maintaining visual quality in productions.
  • How to integrate crowd assets with existing Maya scenes and lighting setups effectively.
  • How to troubleshoot common crowd simulation issues and implement efficient rendering solutions.
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Workshop
Simulating Crowds with Golaem & Maya
Production-Ready Workflow using Golaem, Maya & Unreal Engine with Wilfried Lhomme
A Workshop by Wilfried LhommeSenior Crowd TD at DNEG
intermediate
5h 02m
14 Lessons
Instructor Wilfried LhommeSenior Crowd TD at DNEG

Wilfried Lhomme began his career in France as an animator before moving to Canada, where he has built a diverse career across animation and visual effects. He initially worked as a 3D generalist, but the COVID-19 pandemic prompted a shift in focus toward crowd simulation. His first foray into this field came while working on PAW Patrol: The Movie at Mikros Animation, a pivotal moment that set the course for his specialization.


Since then, Wilfried has become a Senior Crowd Technical Director at DNEG, building expertise at major international studios including Digital Domain, Framestore, as well as animation studios such as ON Animation and Mikros Animation. He combines technical skill and creative problem-solving to bring complex crowd scenes to life across film and animation projects worldwide.

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  • I am thankful to have had Wilfried join our team at Digital Domain to help us out with some major Marvel projects. He worked on both episodic projects and a major feature film, Black Panther: Wakanda Forever. This was his first job working with Houdini Crowds, and he did a fine job, working to improve both his technical and artistic skills.

    - Tanner Owen
    Crowd Supervisor at Digital Domain

  • In his first days joining the team, Wilfried nearly finalled a complex shot during his training period. He has very strong technical knowledge and understanding, a great attitude, and is a fantastic team member. I immediately appreciated the way he listened and was keen to learn. He asked the right questions and took the initiative to work on his shots. He ended up with an incredibly complex deliverable and had something to show nearly every day.

    - Yannick Cibin
    Crowd Supervisor at DNEG

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