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CINEMATICS

This section brings together professional work and personal projects developed for video games, film, and real-time production.


It features a curated selection of real-time cinematics, trailer production, and Unreal Engine storytelling, including game cinematics, narrative sequences, trailer shots, and real-time visual production, supported by examples of lighting, animation, environment creation, and cinematic pipelines.


Some projects are currently protected by NDA (Non-Disclosure Agreements) and cannot be publicly shared. These works will be added once officially released.

 

Cinematics Reel

A fast overview of selected trailer shots, game cinematics, and real-time Unreal Engine work.

Trailer & Game Cinematics 

The Fool Vs The Emperor (Unreal 5.4)

This cinematic is the second part of a two-part sequence, featuring different voice-over and musical score, while maintaining consistent animation, lighting, and VFX work to ensure narrative continuity.

Project Type: Social Media Trailer / Promotional Content

Role: Cinematic Artist / Animator / Lighting Artist / VFX Artist

Studio: MaxMarGames

Game: Tarot Soul

Software Used: Blender, Unreal Engine 5.4, Adobe Premiere Pro, Adobe After Effects

Time Spent: Approximately ~1 month​​​

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What I Did:

  • Created non-combat body animations.
  • Retargeted and adapted combat animations to a hybrid rig (MetaHuman head + Unreal Engine Mannequin body).
  • Facial animation for main characters.
  • Texture adaptation for both environments and characters.
  • Partial level design modification.
  • Hair and weapon creation/adaptation for integration with characters.
  • Visual effects design using Niagara.
  • Lighting setup, camera animation, and shot composition.
  • Sequencer editing and final cuts.

Miniboss Encounter (Unreal 5.4)

Project Type: Social Media Trailer / Promotional Content

Role: Cinematic Artist / Animator / Lighting Artist / VFX Artist

Studio: MaxMarGames

Game: Tarot Soul

Software Used: Blender, Unreal Engine 5.4, Adobe Premiere Pro, Adobe After Effects

Time Spent: Approximately ~1 month​

​​

What I Did:

  • Created non-combat body animations.
  • Retargeted and adapted combat animations to a hybrid rig (MetaHuman head + Unreal Engine Mannequin body).
  • Facial animation for main characters.
  • Texture adaptation for both environments and characters.
  • Partial level design modification.
  • Hair and weapon creation/adaptation for integration with characters.
  • Visual effects design using Niagara.
  • Lighting setup, camera animation, and shot composition.
  • Sequencer editing and final cuts.

Default Weights – Horde Encounter (Unreal 5.4)

Project Type: Social Media Trailer / Promotional Content

Role: Cinematic Artist / Animator / Lighting Artist

Studio: MaxMarGames

Game: Tarot Soul

Software Used: Unreal Engine 5.4, Adobe Premiere Pro, Adobe After Effects

Time Spent: Approximately 8 hours​

What I Did:

  • Scene animation (body & facial).
  • Lighting setup and mood design.
  • Camera animation and shot composition.
  • Integration and editing of voice-over audio.
  • Sequencer setup and final cinematic rendering.

Characters Illustration (Unreal 5.4)

Project Type: Illustration Cinematic

Studio: MaxMarGames

Game: Tarot Soul 

Role: Cinematic Artist / Lighting Artist / Face Animator

Software Used: Unreal Engine 5.4, Adobe Premiere Pro

Time Spent: Approximately ~2–3 hours

What I Did:

  • Full lighting setup for the scene.
  • Facial animation for both characters.
  • Camera work and shot composition.
  • Texture modifications and optimization.
  • Sequencer setup and cinematic refinement.

Unfollow – Good Ending (Final Cutscene) (Unreal 5.4)

Project type: Game / In-game cinematic
Studio: Serafini Production
Game: Unfollow    Steam page: https://store.steampowered.com/app/2133830/BrokenLore_UNFOLLOW/

Role: Cinematic Director · Lighting Designer · Technical Artist · Animator · Motion Capture Artist

Tools & Software: Unreal Engine · MetaHuman · Sequencer (Premiere Pro / After Effects for editing & polishing)

Time spent: ~10 days

 

What I did

  • Directed the final in-game cinematic for the Good Ending of the game
  • Designed and implemented the full lighting setup, defining mood, atmosphere, and narrative emphasis
  • Handled shot composition, camera movement, focal choices, and cinematic pacing using Unreal Sequencer
  • Created and refined body animations and facial animations using MetaHuman characters
  • Managed character performance, emotional delivery, and visual continuity
  • Worked as Technical Artist to ensure real-time performance and in-game integration
  • Delivered the final cutscene fully implemented and optimized inside Unreal Engine

 

Description

Final in-game cutscene representing the Good Ending of Unfollow.
Developed entirely in real time using Unreal Engine and MetaHuman, this cinematic focuses on emotional storytelling through lighting design, camera language, and character performance.
The scene concludes the player’s journey, reinforcing the game’s psychological tone and narrative resolution through controlled pacing and visual tension.

Unfollow – Bad Ending (Final Cutscene) (Unreal 5.4)

Project type: Game / In-game cinematic
Studio: Serafini Production
Game: Unfollow   Steam page: https://store.steampowered.com/app/2133830/BrokenLore_UNFOLLOW/

Role: Cinematic Director · Lighting Designer · Technical Artist · Animator · Motion Capture Artist

Tools & Software: Unreal Engine · MetaHuman · Sequencer (Premiere Pro / After Effects for editing & polishing)

Time spent: ~10 days

 

What I did

  • Directed the final in-game cinematic for the Good Ending of the game
  • Designed and implemented the full lighting setup, defining mood, atmosphere, and narrative emphasis
  • Handled shot composition, camera movement, focal choices, and cinematic pacing using Unreal Sequencer
  • Created and refined body animations and facial animations using MetaHuman characters
  • Managed character performance, emotional delivery, and visual continuity
  • Worked as Technical Artist to ensure real-time performance and in-game integration
  • Delivered the final cutscene fully implemented and optimized inside Unreal Engine

 

Description

Final in-game cutscene representing the Bad Ending of Unfollow.
Created entirely in real time using Unreal Engine and MetaHuman, this cinematic emphasizes psychological tension and narrative closure through lighting design, camera language, and character performance.
The scene delivers a darker resolution to the player’s journey, reinforcing the game’s unsettling tone through controlled pacing, contrast, and visual storytelling.

Unfollow – Character Cinematics (Marketing & Trailers) (Unreal 5.4)

Project type: Game / Cinematic shots for marketing
Studio: Serafini Production
Game: Unfollow   Steam page: https://store.steampowered.com/app/2133830/BrokenLore_UNFOLLOW/

Role: Cinematic Artist · Lighting Designer · Animator

Tools & Software: Unreal Engine · MetaHuman · Sequencer

Time spent: Multiple days across production

 

What I did

  • Created character-focused cinematic shots for marketing and promotional content
  • Defined the artistic direction and visual tone of the character presentations
  • Designed and implemented lighting setups to enhance mood, contrast, and character identity
  • Worked on character animations and posing for cinematic impact
  • Produced real-time cinematic shots optimized for trailers and social media formats
  • Delivered assets used across multiple promotional platforms

 

Description

A set of character-focused cinematic shots developed for the marketing campaign of Unfollow.
Created in Unreal Engine, these cinematics were used in official trailers and promotional content for social media, YouTube, and the game’s Steam page.

The shots contributed to marketing materials showcased on platforms such as IGN and State of Play (Japan), helping define the game’s visual identity through lighting design, framing, and character-driven composition.

Unfollow – In-Game & Environment Cinematics (Unreal 5.4)

Project type: Game / In-game cinematics & marketing shots
Studio: Serafini Production
Game: Unfollow   Steam page: https://store.steampowered.com/app/2133830/BrokenLore_UNFOLLOW/

Role: Cinematic Artist · Lighting Designer · Animator

Tools & Software: Unreal Engine · MetaHuman · Sequencer

Time spent: Multiple days across production

 

What I did

  • Created a series of in-game cinematics combining character-focused shots and environment-driven storytelling
  • Designed lighting setups for both characters and environments to support mood, depth, and atmosphere
  • Defined shot composition and camera movement for real-time in-game cutscenes and marketing content
  • Worked on character animations and timing to integrate performances within environmental contexts
  • Developed cinematic shots used both in gameplay moments and promotional content for social media
  • Balanced real-time performance with cinematic quality inside Unreal Engine

 

Description

A hybrid collection of in-game cinematics and promotional shots combining character performances and environmental storytelling for Unfollow.
Developed entirely in Unreal Engine, these sequences include real-time in-game cutscenes as well as cinematic shots created for social media and marketing purposes.

The work blends environment, lighting, and character animation to maintain visual consistency across gameplay and promotional content, reinforcing the game’s atmosphere and narrative tone.

Unfollow – Cinematic Gameplay & Environment Shots (Unreal 5.4)

Project type: Game / Cinematic gameplay & in-game shots
Studio: Serafini Production
Game: Unfollow   Steam page: https://store.steampowered.com/app/2133830/BrokenLore_UNFOLLOW/

Role: Cinematic Artist · Lighting Designer · Animator

Tools & Software: Unreal Engine · MetaHuman · Sequencer

Time spent: Multiple days across production

 

What I did

  • Created cinematic gameplay shots simulating real-time gameplay through controlled camera movement
  • Designed lighting for both environments and characters to achieve high visual fidelity
  • Defined camera motion, framing, and camera shake to replicate gameplay dynamics with cinematic quality
  • Integrated character animation and environmental composition for immersive visual storytelling
  • Produced real-time shots used for trailers, social media, and promotional materials
  • Optimized scenes to balance cinematic rendering quality with in-engine performance

 

Description

A collection of cinematic gameplay and environment shots created for Unfollow.
These sequences simulate gameplay through carefully crafted camera movement and framing, allowing for a significantly higher visual quality while maintaining the feeling of real-time play.

Developed entirely in Unreal Engine, the shots combine environments, lighting, and character animation to deliver immersive, high-impact visuals suitable for trailers and marketing content, without relying on direct gameplay capture.

Low Face Animations (Unreal 5.4)

Project Type: Facial Animation / Performance Capture

Studio: Serafini Production

Game: Low   Steam page: https://store.steampowered.com/app/3014520/BrokenLore_LOW/

Role: Facial Animator, Motion Capture Artist, Technical Animator

Used: Metahuman Animator, Unreal Engine, Metahuman

Time Spent: About 16 hours of production

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What I Did:

  • Captured facial expressions using Metahuman Animator.
  • Processed and refined the animation within Unreal Engine.
  • Applied Metahuman technology to achieve high-quality facial movements.
  • Synced expressions with voice acting for realistic performance.
  • Integrated facial animation into the game engine, ensuring smooth and cohesive visual storytelling in Low.

Low Trailer Footage Showcase (Unreal 5.4)

Project Type: Facial Animation, Body Animation, Shots For Cinematic Trailer 

Studio: Serafini Production

Game: Low   Steam page: https://store.steampowered.com/app/3014520/BrokenLore_LOW/

Role: Facial Animator, Motion Capture Artist, Technical Animator, Cinematic Designer

Used: Metahuman Animator, Unreal ControlRig, Metahuman

Time Spent: About 16 hours of production

​What I Did :​

  • Body Animations: Creation of fluid and realistic animations using Unreal Engine's Control Rig.
  • Facial Animations: Development of detailed and engaging facial expressions with MetaHuman Animator, ensuring a high level of realism.
  • Digital Camera Management: Configuration and animation of cameras to create dynamic and narrative-driven shots.
  • Shot Creation: Composition and editing of shots within Unreal Engine's Sequencer, focusing on timing and transitions.
  • Post-Production: Optimization of renderings and integration of visual effects for the final result.

Low Night Rain (Unreal 5.4)

Project Type: Cinematic for VideoGame (Unused)

Studio: Serafini Production

Game: Low

Role: Cinematic Artist

Software Used: Unreal Engine, Blender

Time Spent: About 8 hours of production

What I Did:

  • Created a high-quality cinematic sequence with detailed visual fidelity.
  • Rigged the car using Blender.
  • Developed the cinematic scene and applied textures in Unreal Engine.
  • Designed the rain effects and atmospheric mood using Ultra Dynamic Sky.
  • Crafted lighting and composition to achieve a photorealistic look.
  • Animated cameras to enhance the narrative impact.

Real-Time Workflow & Production

DiscoNight (Unreal 5.3 Workflow)

What I Did:

                                                                                                                                          (About 12 hours of production)​​

  • Created blockout scene.
  • Added and edited spotlights.
  • Created an emissive master material with Blueprints.
  • Added and edited atmosphere, post-process volumes.
  • Added an emissive video screen.
  • Composed and edited virtual cameras, aspect ratio, exposure, etc.
  • Added and manipulated animations for 3D Characters,
  • Added 3D characters from Mixamo.
  • Retargeted animations and adapted them to the characters.
  • Exported with Movie Render Queue for high-quality rendering.

Fast Environment Creation for Real-Time Cinematics (Unreal 5.6)

Project Type: Environment Assembly Tutorial (Educational)

Studio / Institution: NABA – Nuova Accademia di Belle Arti
Context: Tutorial created for students of the Multimedia Design course

Role: Virtual Production Artist / Unreal Engine Instructor
Software Used: Unreal Engine
Time Spent: About 1 hour of production

 

What I Did:

  • Demonstrated the full process of assembling an environment in Unreal Engine.
  • Selected, organized, and integrated assets to build a coherent and visually appealing scene.
  • Set up camera framing and movement to achieve strong cinematic readability.
  • Built and refined the lighting setup to enhance atmosphere and depth.
  • Adjusted materials and post-processing to reach a polished visual style.
  • Configured the rendering settings for a clean and high-quality final output.

Commercial & Brand Cinematics

Automotive Test Drive (Unreal 5.3)

Project Type: Automotive Cinematic (Personal Project)

Role: Cinematic Artist, Rigger

Software Used: Unreal Engine 5.3, Blender

Time Spent: Approximately 10 hours​

What I Did:

  • Rigged the car model in Blender for animation.
  • Designed and assembled the driving path within Unreal Engine.
  • Set up lighting to enhance the vehicle's appearance and environment.
  • Composed and animated camera movements using Sequencer.
  • Developed the level design to support the cinematic flow.
  • Performed final polishing and rendering for presentation.

Personal Projects

Temple Of God (My Old Second Personal Project) "Unreal 4.27"

What I Did:

  • Composed and edited virtual cameras using the sequencer.
  • Handled character animation and manipulation.
  • Retargeted animations and adapted them to the characters.
  • Adjusted lighting and atmosphere for desired effects.
  • Managed and modified VFX using Niagara.
  • Implemented changes to the level design.
  • Created the storyboard.