Ben Houston's Blog
Portrait of Ben Houston

This is the personal blog of Ben Houston (bio here), a 3D computer graphics software developer. I've worked on projects like Web3DSurvey, Three.js, Deadline, Krakaota, and Exocortex VFX plugins. I'm also an entrepreneur, having founded Land of Assets, Threekit, Clara.io, Exocortex, and Frantic Films Software.

Latest writing, page 5

Agentic Coding Best Practices

As AI coding agents become increasingly capable, we need to rethink our code organization and documentation practices. Here's why traditional "human-first" coding approaches are becoming obsolete and how to structure your projects for optimal AI compatibility.

Ben HoustonMarch 5, 2025

The "Open Core" Startup Strategy

Open Core combines the viral growth of open source with the revenue potential of enterprise software – but most founders get the balance wrong. Drawing from my experience building both open source and enterprise products, I explain why this model particularly shines for developer tools, and how to execute it without alienating either developers or paying customers.

Ben HoustonDecember 20, 2024

Origins of Krakatoa

How I wrote the first version of Krakatoa at Frantic Films to render Doc Bailey's SPORE images for Stay, and how the renderer later reached Avatar, Harry Potter, and Exocortex Fury.

Ben HoustonDecember 6, 2024

Origins of Krakatoa

The Enterprise SaaS Sweet Spot

After learning the hard way that chasing startups and SMBs was a dead end, I discovered why the path to sustainable SaaS growth lies in mastering enterprise sales and the 'land and expand' strategy.

Ben HoustonDecember 5, 2024

Building Deadline

In 2002, I joined Frantic Films to write fluid simulation software. A small scheduler I built for those sims became Deadline, a render farm manager used by Blizzard, major VFX studios, and considered by the Academy for Sci Tech Awards.

Ben HoustonDecember 5, 2024

Building Deadline

The Two Big Questions

A startup journey can naturally be split into two phases, each driven by a different question: survival and then maybe scale.

Ben HoustonDecember 2, 2024

I Didn't Need Kubernetes

I moved my projects from Kubernetes to Google Cloud Run because I did not want to pay for cluster operations, idle capacity, and job-running infrastructure.

Ben HoustonNovember 5, 2024

I Didn't Need Kubernetes

Costs of Material Graphs

Graph-based materials, while innovative and flexible, pose significant costs for run-time dynamic loading in Web and Games. We delve into these costs and propose alternative solutions.

Ben HoustonMay 30, 2023