Houdini is the grand-daddy of Touchdesigner, and it's a great choice for a daily driver DCC if you are focusing on real-time graphics rendering. This lecture will go over what a pipeline is, what they're made of, how I design them, and how Houdini and Touchdesigner can work together to put the pixels on the screen as fast as possible. The context for the projects I'll be showing will be asset creation for Extended Reality (xR), but the pipeline-oriented design methods I use for my xR work can serve anyone that needs to prioritize high levels of art direction at the same time they prioritize speed. We'll also be going over the new PDG/TOPs features inside Houdini's 17.5 release, and some tactics you can use for rolling them into your current studio pipeline.