Work
Selected real-time cinematic and stylized 3D projects. Each piece is built end-to-end, from look development and scene construction to final renders.
Ascension JWII – client real-time cinematic
A 30-second client piece I built in Unreal Engine, centered on a custom MetaHuman ascending a stylized spiral staircase. I handled look development, environment building, wardrobe, and camera work to match the client’s brief.
- Designed and lit a full day-night environment using Blueprint-driven skyscape control.
- Created a custom MetaHuman with tailored wardrobe and shader tweaks for the final look.
- Directed cameras and timing in Sequencer to land specific beats within the 30-second runtime.

Tools: Unreal Engine 5.5., MetaHuman Creator, Sequencer, Blueprint, material and environment design, lighting, cinematography.
The PillMan Show – Cinema 4D short
A 3-minute show pilot I crafted in Cinema 4D and rendered with Redshift. This work involved the fusion of many 3D and filmmaking disciplines including: modeling, lighting, storyboarding, animating, cinematography, screenplay writing as well as character, set, material and audio design- world building, choreography, color grading and dynamic physical simulation.
- Character driven dark-comedy with musical title sequence.
- 1980’s techno/pharma-feudalist absurdism rooted in color-theoretical mythos.
- Sequel to my, ethereal 6-minute Cinema 4D short, A Pill-Man Adventure.
Tools: Cinema 4D, Redshift Render Engine, Mixamo, Adobe After Effects, Adobe Premier, Adobe Photoshop, Reaper, voice acting, audio mastering
Planet Portfolio – Unreal Engine pipeline demo
- Assembled a forest-planet environment using PCG Blueprints and Megascans assets.
- Captured and retargeted face + body mocap onto a MetaHuman performance.
- Synced camera movement, character motion, and butterfly animation around musical cues.
- Proved a clean round-trip between external DCC tools and Unreal for assets and rigs.
Tools: Unreal Engine 5.5., MetaHuman Creator, Sequencer, motion capture, PCG Blueprints, Megascans, DCC integration, lighting, animation, cinematography.
A 30-second real-time cinematic built as a pipeline test: a MetaHuman on miniature forest planet, accompanied by a giant butterfly carrying a boombox. The goal was to stress-test motion capture, PCG worlds, and DCC integration inside Unreal..
